Article View: comp.sys.ibm.pc.games.rpg
Article #719499Re: New Games Rant - ot in .rpg, really
From: Xocyll
Date: Fri, 01 Mar 2013 03:09
Date: Fri, 01 Mar 2013 03:09
71 lines
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5034 bytes
"Trimble Bracegirdle" <no-spam@never.spam> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: ><<<"There's a dreadful shortage of new game ideas actually being developed >......bean counters in charge all follow >the sequels = guaranteed profit mantra...... >Same thing Hollywood ...... crappy sequels and "remakes".>>>> > >True ..."Call Of Duty: Die Hard With Online Elder Scrolls Hobbit" Or on the movie side of things: http://www.imdb.com/title/tt1498870/?ref_=fn_al_tt_2 >"The imaginations are out there....." > >I don't know so much....Comp. gaming is 30+ years old. >It can't be 'New' & exciting for ever. >A 20 something programmer must see the industry as dull & uninviting > >The hardware advances drive a lot of new-ness in game design. >IMO there has not been any meaningful hardware advances in (say) 10 years. >Just bigger, faster, more glossy...not new. >If the computers/consoles were (say) ten times faster than now >their ability in terms of A.I. & game structure complexity would be >not much more. Online Multiplayer advances also IMO has hit a ceiling. Well all the hardware in the world won't help if the developers won't make use of it. They can do good pseudo AI now, but all too often they just don't bother with anything more but the most simplistic stuff and just concentrate on graphics and cutscenes instead. Just look at pathing, it's usually just best path = only path, instead of choosing best 3 or 4 paths and randomly assigning the critters to those paths so they seem more alive and actually attack from multiple directions. We generally just get either them all following the best path, or them following pre-assigned multiple paths activated by trigger spots which of course are _always_ going to be exactly the same. The big problem is, they do this because pathing breaks unless you really do it right - critters get caught on invisible bits of scenery and look ridiculous - have critters following 4 paths and those paths changing in real time as you move means they can't cheat and "smooth" the path to make sure things don't catch. Ditto for complex level layouts - the more complexity, the more chance the AI pathing will hang up some where (not to mention most consoles simply could not fit a really complex level in their hardware,) and nothing breaks immersion more than an NPC baddie stuck on a chair or in a doorway. While it was a horrible game in almost every aspect (graphics, level design, cutscenes and especially dialog,) Daikatana had incredibly impressive pathing. You could, and I did, abandon the NPC "buddies" at the start of a level (so they didn't kill themselves in a door or shoot me in the back,) reach the end of the level (and get the inane "I can't leave without my buddy Superfly" message,) at which point those buddies would navigate the entire level to me on their own, opening doors, climbing ladders, jumping over gaps, etc. Most games once you'd cleared out the level you'd have to go back to the start them painstakingly lead them through everything. Xocyll -- I don't particularly want you to FOAD, myself. You'll be more of a cautionary example if you'll FO And Get Chronically, Incurably, Painfully, Progressively, Expensively, Debilitatingly Ill. So FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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