Published on 17th May 2010 by
Originally Posted by wafflesomdWhen I first played Deus Ex myself in 2006, only then did I understand how crappy games are today.
Originally Posted by technogiantYou could also apply your argument about consoles to game engines, take the source engine for example, it has been around for along while and is still being used, although it is tweaked and improved it is not going to produce technology "WOOOW'S" anymore but neither has it produced any games that are culturally significant in the way the article is searching for even though it has had plenty of time to mature and for designers to be familiar with it.
Games just have to be more interactive and deeper. Also I think that removing the player from the central role and driving the story would be better. I mean as most games are player driven and everything just stops if you remain exploring an area until you hit the next trigger point.
How much better would it be if you take a world war 2 scenario for instance, imagine that you weren't a one man (or squad) army winning the war for the allies but infact were on the side lines, say in the role of a resistance fighter, the war could continue around you but not in a scripted fashion but rather the allies and axis fighting against each other would both be AI controlled in a manner similar to a stratergy game, you however could interact with this in a similar manner to a action/ adventure first person shooter gathering information rescources and alliegences and participatiing in and organsing counter attacks and disruptive actions all of which would impact on the AI controlled war between the allies and axis as it would also impact on you. Of course this would require a far greater amount of interactivity than we see in current games, but how much more fullfilling would that be?
Originally Posted by CardJoeThe best part is that the engine has just been updated to support DirectX 11 and Eyefinity = ANOTHER REASON TO REPLAY!
Originally Posted by KayinBlackI almost feel like I had a comment aimed at me, about stepping back from technology to storytelling...
As a designer (wow, I've become legitimate) I chose to go with 16-bit for a few reasons, one was of course ease of production-if I can easily work in the tools, the tools aren't a hindrance to storytelling. Another was the fact that I could control things such as art assets, which are growing ever more wild with each game published. But, I didn't want a person to look and say, "ooh, shiny!"-I want them to look at it and say this is a story in a graphic medium. A story they get involved in, that they want to invest time in. I would rather spend my effort and time creating characters that you give a rip about than making them pretty.
Technology is my friend in the Core i7 that I use to make the game. I like it in my shoes, or my knee brace, but I can see where we could stand to gain a lot from a 16-bit renaissance.
Originally Posted by XirQuote:Originally Posted by CardJoeThe best part is that the engine has just been updated to support DirectX 11 and Eyefinity = ANOTHER REASON TO REPLAY!What, of Deus Ex? Where? How?
Originally Posted by SaivertI disagree. Games is an art form, and it already has cultural importance. Sure it doesn't affect every single person on this planet. but so what? those who care about gaming feel that is is part of their culture and reference it all the time. How about all the memes, and fanmade stuff that revolves around gaming. Just the same as with movies, music, etc.
There is no way you can't say it has a cultural importance.
Funny that Half-Life was not mentioned here because it was in fact ground breaking with putting the gamer first and keeping he/she immersed in a world without ever breaking the 4th wall. Half-Life 2 took this further with more believable characters.
Originally Posted by CardJoe
For example, I challenge anyone who has only played HL1 (and expansions, if you want) and HL2 (but without reading forums and interviews) to explain why the Vortigaunts are suddenly on your side in HL2.
I knew a games journalist once who had played every HL game and had then come away thinking TF2 was an official part of the storyline like Portal, though that the G-Man was the same person as Breen, thought that the combine bosses were the same as the Nihilanth, Barney was Gordon's brother and that Mossman was Alyx's mother. The mind boggles.
Originally Posted by CardJoe ...explain why the Vortigaunts are suddenly on your side in HL2...
Originally Posted by lacuna
It is explained in HL2. Its been a while since I played but Im fairly sure the vortigaunts that you meet in the storage container early in the game (that charge your suit for you) tell a bit of the story and then maybe later on when you are fighting the ant lions? I don't recall being confused while playing the game and I never read anything about a game while playing it in case I hit on a spoiler.
As far as I aware, valve haven't made much effort to provide any additional reading on the backstory and whatever is available on the net is just what people have gleaned from the games.
An ex-games journalist I hope. That looks like a deliberate effort to not understand the game as there are no reasons for coming to those conclusions. "Alyx doesn't seem to like Mossman, must be her mother" Yeah, thats an obvious one despite the fact that Eli tells Gordon that his wife died in Black Mesa when Alyx was just a child...
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