I think a lot of people are, and will be, taking this the wrong way. It's not about linear vs. open world, it's about getting away from being dependent on "scripted hallway roller coaster" scenarios, and hand-holding players to force them to get something out of the game that wouldn't have been there through normal gameplay. There are times and places for that kind of gameplay design, but when the entire game is made with that in mind, it takes away a lot from the experience, especially on 2nd + playthroughs. Games should be becoming WIDER and more ORGANIC in terms of gameplay. Not necessarily a bigger play space, just a more free flowing one.
It IS possible to make shooters that have more than 1 direction to walk in, and where progression can happen in ways other than a scripted explosion, followed by a scripted crawling section, followed by a scripted fight scene where you press the "AWESOME" button to watch stuff happen, followed by getting your gun back to repeat the cycle.
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.
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.
That was my poorly generalized view of what I picture you'd be into.I've never liked shmups or high score games. Back then I played games and moved on, and it's probably the reason why I liked jrpgs so much on the SNES. There was more depth there than chasing high scores or jumping on things' heads.
I don't recall saying anything like that, no idea what you're talking about.
My point was that there is room for all types. If every game became a vast open world game where talking to npc A had you fetching potions, that'd fucking suck.yeah, that is why I never liked them and sticked to games which offered more varied experiences.
also even though I never liked shmups they actually required SKILL. Most modern titles don't require it. I mean I can replay Ninja Gaiden a lot of times but Gears of War? nah.
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.)
In this case Bleszinski is out of his depth. The most recognized games which he contributed to create are just quailty iterations on someone else projects. Unreal was raised from the Doom/Quake blue prints and Gears is a bastard child of RE4.
He needs some other developers to show him and Epic the path and onllly then they can do something worthwhile.
In this case Bleszinski is out of his depth. The most recognized games which he contributed to create are just quailty iterations on someone else projects. Unreal was raised from the Doom/Quake blue prints and Gears is a bastard child of RE4.
He needs some other developers to show him and Epic the path and onllly then they can do something worthwhile.
Honestly i don't understand your reply. But that's what Epic does, they are good on improving on existing formulas, nothing wrong with that and that's what many do in this industry.I wonder how far you need to be sitting from the picture to see what you want.
Tell us how you really feel. haha
I felt Gears and RE4 just are both over the shoulder third person games, don't think Gears is a spawn of it at all they just happen to use the same perspective.
Well I was coming from the perspective of arena shooters being the perfect theme to have great level design. I'm still bitter with how UT3 turned out. So I hope one day we will get a true successor to UT99/UT2K4.
Tell us how you really feel. haha
I felt Gears and RE4 just are both over the shoulder third person games, don't think Gears is a spawn of it at all they just happen to use the same perspective.
A huge part of what has become "modern" day action 3D gaming was stablished by one company and one team specially. That's how it is, we have to give credit where is due, doing so doesn't make the series we like any less enjoyable or relevant.Tell us how you really feel. haha
I felt Gears and RE4 just are both over the shoulder third person games, don't think Gears is a spawn of it at all they just happen to use the same perspective.
Yes, Notjeally seems to brush a side that i gave Epic credit for being so good at refining and iterating.Gears 1 was clearly going for a RE4 + Aliens vibe. They may have gone away from that with the sequels which become much more blockbuster affairs, but it was there for the first game.
Even the most iconic weapon from Gears comes from ones of RE4 most impressive moments.Cliffy straight-up admitted he got the idea for the over-the-shoulder camera from RE4. Gears was gonna be first person before he saw that game. The other major influence was Killswitch. Shit, a lot of the level design and enemies in the first Gears felt like they were deliberately evoking RE4.
Gears 1 was clearly going for a RE4 + Aliens vibe. They may have gone away from that with the sequels which become much more blockbuster affairs, but it was there for the first game. I believe going away from that actually hurt the sequels. Gears 1 had a more unique atmosphere when it was darker and had more slight horror elements.
Wow this guy is so arrogant. Did he play Gears 1,2 & 3? Ignorance is bliss they say, I have to agree.
More depth? Are you joking? JRPGs from that era could often be boiled down to pressing A to get through 1000 identical battles, and having to use your head in fairly simple ways to beat bosses.
There is way more going on in high score games in terms of how much you have to master. You can't grind your way out of a situation.
I've already realized that this guy is a loot whore. If he can't walk around vast environments where enemies don't spawn to admire pretty graphics in tucked away corners while looking for pieces of fruit/coins/gems/a sense of purpose, he can't enjoy it.
I've already realized that this guy is a loot whore. If he can't walk around vast environments where enemies don't spawn to admire pretty graphics in tucked away corners while looking for pieces of fruit/coins/gems/a sense of purpose, he can't enjoy it.
Different approaches in what? In a game like Gears there's really only 1 way to go, and no I don't consider "do I shoot him with my pistol or assault rifle" enough of a tactical difference. Not like in something like Far Cry 2 where I could use fire and wind to create a diversion at an enemy outpost which lets me move in from behind. Or lay out mines along a road to stop a convoy while I picked them off on top of a nearby boulder.
And that was great and I'm not complaining about that.Which is a good thing.
Besides, there were multiple paths to take while being stealthy (though not as much as DX1) which is kind of what is being referred to here.
For the most part I agree.
It's not linear level design in itself that annoys me, it's games that are scripted to the point of taking greater measures of control away from the player.
An example of a "good" linear game would be Halo - its level design points in one direction, but you don't feel like the designers are actively steering you through the entire experience like all the games that try to rip off Call of Duty. Infinity Ward is just about the only developer that does that kind of roller-coaster game design well. Most of those games feel like roller-coasters or at worst interactive movies. Halo still feels like a dynamic game where you have control over what happens within the levels. Crysis is a similar example, even Crysis 2 or BioShock 2.
In this case Bleszinski is out of his depth. The most recognized games which he contributed to create are just quailty iterations on someone else projects. Unreal was raised from the Doom/Quake blue prints and Gears is a bastard child of RE4.
He needs some other developers to show him and Epic the path and onllly then they can do something worthwhile.
[Im] really realizing that there is a direct correlation, bugs notwithstanding, between how good your game is and how many unique YouTube videos it can yield. And that is one of the mantras I am continuing to hammer
Testify!
This is the image he's mentioning by the way:
So he finally sees the light eh?
Aaaahhhh now I have a picture to go with my theory of 7th generation, it's 300+ shooters and no thinking involved.
I am glad he recognised it, coz it seems a lot of people need to hear that from him to have noticed it after all these years with our AAA games of the 7th gen.
These hallways designs overshadowed all explorative, thought-provoking games this generation, guess it goes to show how the majority feels about what is called a good game...
Holy shit.
A major designer actually took this to heart.
I thought Unreal 1 was terribad. The level design was trying so hard to be like Quake but it failed completely.
Unreal 1 is far better than quake's brown level garbage design.
lol
Quake's level design is fucking masterful. You have no idea what you're talking about.
Holy shit I think you just completely failed to understand the design part of level design.
I actually do, to tell the truth.I'm a fan of both types of designs.
Linear games can deliver a pretty solid experience, and I don't think every game would benefit from an open world.