And games boring.
Linearity has nothing to do with games being boring. Don't you think this kind of reductionism is lazy?
And games boring.
Eeeexactly.
Scriptfest games aren't saving any budget, just making the experience more shallow.
Linearity has nothing to do with games being boring. Don't you think this kind of reductionism is lazy?
What about pistol or mortar? What about going melee only? Ways to challenge yourself, or to try and achieve a personally set goal, I would think those all go on the same spectrum.
CoconutTank said:Are you sure you wouldn't have a different experience upon the next viewing? Maybe something changed inbetween the last time you watched a movie and now, maybe something you missed last time will catch your attention this time =\
I'm not going to ask you to waste your time to find out if that's true and have you rewatch movies you have no interest in, just saying that things change and there can be many different perspectives or approaches.
Whatever.no. They might not be saving any money but linear games provide perfectly valid experiences that are different than open-world sandbox games.
Not when the level of spectacle has to be jacked up like crazy to make up for it. Read the OP.
Whatever.
I can eventually enjoy some linear game (I loved Portal 2 after all), but still I'm probably never going to list some scriptfest in a top ten of my favorite games.
Of course, on the other hand being open doesn't make a game automatically good, and in fact I can't stand Bethesda games.
Hard to determine what he is saying exactly. He is either saying "Maybe we should go back to some of the design philosophy we used when we were on the PC!" Or he is saying "We love Skyrim so much, we want to fuck it and every game needs to be like that!"
I have a bad feeling that he wants to fuck Skyrim given how in love the industry is with it...
Hmm, okay. Well I also agree that I would not tolerate a game that I think has bad game design. I don't know if self imposed challenges like the earlier ascribed are necessarily bad or devoid of complexity. You might have to think about how many clips you have left versus how many attacks it takes to take out certain targets, what the best distances and angles would be for you to engage enemies, what fallback options you have in case something goes wrong. I mean, I guess far cry 2 probably has those elements to consider too, but I would think there's still enough meaningful decision making in the previously given cases (though I guess maybe not enough).That's not enough for me to play through a 8-10 hour linear game again. I don't like coming up with artificial ways to fix a developer's mistakes. It's different when I'm given different tools to create my own stuff like what I said about far cry 2, but I'm not the kind of guy who plays with fake challenges like melee only just to try to make a boring game more fun.
Dude's a mod. He's trying to do something about it.
As someone who came off a ban recently... Respect the red.
Yeah, but hasn't the linear trend been a reaction to people complaining about getting lost in levels?
(Not saying that good design - like Valve's for instance - can't overcome that.)
There's a difference between Linear and on Rails.
Hollow soulless meaningless characters and jank for everybody!
For.
Everybody.
We'll see.The pendulum swings.
There's room for both.
Make me a new 2D Jazz Jackrabbit for XBLA/PSN/Steam/iOS/Android, Cliffy, and all will be forgiven. But make it like the original JJ, not the sequel.
Portal is a great example of a linear as fuck game. Same puzzles, same dialogue, same solution. I can run run through it in 45 mins with my eyes closed.
And I have. Probably about 50 times. Loved every single playthrough.
<3
Give it the sequels visual flair and easy to use level editor with the original's gameplay.
Id be there day one
Also I say these things about "forcing the player" since 8 years ago. Do I win something?
YES!
Linear level design has its advantages. Egoraptor's Castlevania video serves as a great illustration. www.youtube.com/watch?v=Aip2aIt0ROM
Thank you Cliffy. I have been wanting more games like this for over half a decade.
Now all we need to do, is get MMO developers to realize sandbox MMO's are the future. That nobody wants more WoW clones. We will be on the right track.
Doom as is doesn't work anymore But the spiritual successors to that design, namely the Metroid Prime series, show how with enough options for gameplay, compelling encounters, and rewards for knowing an area well, there is definitely a place for non-linear design in an adventure/shooter.
It's a shame the genre didn't really follow up on those games. Hopefully we'll start seeing that.
Why do you play games? Some of gaming's grandfather titles were all about tackling and memorizing the same levels over and over and over again to get a high score. Even the much revered shmups deal with this repetitive nature.That's not enough for me to play through a 8-10 hour linear game again. I don't like coming up with artificial ways to fix a developer's mistakes. It's different when I'm given different tools to create my own stuff like what I said about far cry 2, but I'm not the kind of guy who plays with fake challenges like melee only just to try to make a boring game more fun.
Maybe, but again I don't think it's worth sitting through a 2 hour movie again in hopes that I'll notice something small that I didn't before. I've tried to sit through movies I've seen already but I always squirm around and end up going on my PC or falling asleep.
My favorite games lately are the ones when you come into a hallway and you are like, ‘Oh, how did that dungeon instance turn out for you?’
It's like a roller coaster ride, it might be exciting the first time but there is absolutely no replay value because it's literally the exact same thing every time.
I agree with his perspective and wish more people in his type of position of influence would have the same or similar philosophy in game design.
Maybe he could bring back Unreal Tournament to help express his idea for level design
This setup would even work for a modern military shooter. Fail a mission, there's a branch. Succeed, there's a branch. Fail the primary mission but succeed at a secondary objective, there's a branch.I still dream off the day when the campaign in an Unreal Tournament game works like a wrestling game, with a branching plot based on your [teams] wins and losses. Though, I don't think that's quite what he means, or that that will ever happen.
Why do you play games? Some of gaming's grandfather titles were all about tackling and memorizing the same levels over and over and over again to get a high score. Even the much revered shmups deal with this repetitive nature.
MoonsaultSlayer said:Get out of here with that "every game needs a leveling up system with the option to skip battles entirely just because I can" mentality.
Than why is Metroidvania better than Actionvania?
I'm still desperately waiting for a proper sequel to Unreal 1.
If you guys played Unreal 1 when it first came out on a Voodoo 2 card, you understand my desperation.