No, that's an interpretation on your part, based on assumption. What it actually states is that they're still working on the balance between exploration and linear storytelling, they want to do some exploration, but their primary goal is to take the player on a ride. However, the two concepts aren't mutually exclusive. It is possible for exploration to be part of the ride, so there's no clear way to precisely quantify the balance of linear vs. open yet, not based on this comment.That quote pretty much states that exploration is going to be kept to a minimum.
You're not a true gamer.I like my cinematic experiences, linearity and all!
If someone doesn't, then its not for them.
I for one am pumped for the Order.
You're not a true gamer.
That is really awesome. I hope these melee systems have enough depth though. Not just something that is there to make the game a little bit different than other shooters (which may get boring after a while), but to be a good and fun part of the gameplay.Shooters have a tendency to be very light or canned on melee. We wanted to find new ways of introducing it that would keep you feeling you were in a shooter thats evolved into something else, rather than been segmented. It started with us trying to figure out how we balance the two, shooter and melee, but then it evolved into us making this shooter with different melee systems.
I like my cinematic experiences, linearity and all!
If someone doesn't, then its not for them.
I for one am pumped for the Order.
Second only to the next Uncharted in terms of hype.
Industry cancer.
You're not a true gamer.
RaD is talking about filmic lighting which is quite obviously different from live stage lighting (and I specifically said in that post that I'm not opposed to using lighting techniques from film or photography in games but simply that I'm opposed to doing it to make games look or feel like they're movies). And there is always a purpose for everything. The question is whether that purpose is a good and reasonable one or not. I'm sure there are lots of people who think achieving a "filmic look" in a game is a good and reasonable thing. I'm not one of them. If you are, however, I'd love to hear your arguments for how virtual lens distortion makes the game better.
This better happen.Grimløck;93355510 said:|OT| Thick Atmosphere; Thicker 'staches.
Pretty calm here. Sorry to jump on you in particular, my comment should have been more obnoxiously geared to the plethora of folks saying this game is a failure for being linear.Calm down. I am sure the game will be good but explorable alleyways is just funny.
That would be a rather literal interpretation of "thick atmosphere." I would laugh at first, then cry.Cinematic feel and "thick atmosphere" make me think the game will just be a bunch of fog to further limit what the game has to render.
I'm curious, yet.
I like my cinematic experiences, linearity and all!
If someone doesn't, then its not for them.
I for one am pumped for the Order.
Second only to the next Uncharted in terms of hype.
I for one was hoping for more, but the lion share of the talk seems to be about presentation and mood.If you (general you, not specific you) don't like linear, cinematic TPS games, why were you even interested in this one in the first place?
Cinematic feel and "thick atmosphere" make me think the game will just be a bunch of fog to further limit what the game has to render.
I'm curious, yet.
Man the leaps some of you make. Has there been a game since Turok that has used fog to hide the rendering viewport?
Ah, I mentioned the stage example because of the "obvious light source" comment, moving around characters etc. (And I wouldn't say RaD's example is purely to do with film stock effects or what have you; they spend a lot of time talking about particulates in the air, which is also used in stage production to create glow effects and other moods.)
Obviously there is a familiarity with the look of filmed entertainment, and the old storytelling technique/art that was mentioned previously. But nearly everything "captured" image-wise in the real world passes through a piece of glass at some level. I think the point is to try and recreate that effect.
Your point seems to be – why copy film? Why not invent your own look for games? I would say that is already happening. Take The Unfinished Swan, or cell-shaded games (Valkyria Chronicles comes to mind), or some of the more experimental ones (maybe Antichamber). I think those examples are that of games deliberately eschewing a "standard" look for a more specific, stylized look. You could even make the argument for stuff like late 3D Mario games.
But more to the point, it's hard to invent a completely new visual language. And not always necessary. One of the (faux) physical effects I really enjoyed in AC4 was the fact that the camera lens is sorta dirty and fucked up, when light passes through it. It made thematic sense within that game. There was no real reason to try and invent something out of whole cloth when there's a proven technique right there, you know?
Anyways if you want more go check out some of the SIGGRAPH videos about Physically Based Rendering, it's fascinating stuff.
RaD is talking about filmic lighting which is quite obviously different from live stage lighting (and I specifically said in that post that I'm not opposed to using lighting techniques from film or photography in games but simply that I'm opposed to doing it to make games look or feel like they're movies). And there is always a purpose for everything. The question is whether that purpose is a good and reasonable one or not. I'm sure there are lots of people who think achieving a "filmic look" in a game is a good and reasonable thing. I'm not one of them. If you are, however, I'd love to hear your arguments for how virtual lens distortion makes the game better.
You could frame this argument the other way too...
-Why shoot the beach landing scene in Saving Private Ryan with the 45º shutter? That was an artistic choice to achieve a different kind of a rather obvious reference to a "filmic look" too.
...or even more obviously to our point:
-Why shoot Scott Pilgrim to look like a videogame? The story certainly could have been told without injecting all those visual cues from gaming in there. It could have been shot like a straight-up fantasy film. It was an artistic choice to achieve a hybrid real-life/videogame look.
It's not a question of "proving" that using virtual lenses and other filmic visual cues make a game better...It's allowing artists to follow their vision, informed by other media or not as they choose, and to do the best they can with the tools and techniques they choose to utilize. That's their job.
Your "job" as a consumer is to judge for yourself whether it works or not, as a completed work. Your challenge as a critic will now be to do so without becoming so invested in your own pre-judged argument that "filmic sucks," that you've made it impossible to concede that perhaps you were wrong when you see the completed work.
We've had open world games since the days of 8-bit consoles - do you really think hardware power is the primary deciding factor for whether a games is more open or more linear?
Would be nice if they showed the game rather than talking about how great it is for the 100th time.
It's getting old, put your money where your mouth is.
I feel like we're approaching this from two different POVs. One is the POV of an artist and the other that of a designer (of course, there's a certain overlap between the two). The artist does things that feel right and doesn't need much of a reason for it. They just follow their artistic vision which could be as abstract as a certain feeling or mood. The designer is a bit more practical and bases more of their decisions on thinking and logic than feeling. They ask why a certain thing should or shouldn't be done.
I feel like I'm coming more from the designer POV and you're coming more from the artist POV. Neither of which is wrong as far as I'm concerned. They're just very different approaches in this case.
Would be nice if they showed the game rather than talking about how great it is for the 100th time.
It's getting old, put your money where your mouth is.
So I have been told...
Edit: Just to be sure, that is sarcasm, right?
next gen is here
I hope you like corridors
They were answering questions in an interview. What should they have done, said "we can't show you gameplay, so fuck off"?Would be nice if they showed the game rather than talking about how great it is for the 100th time.
It's getting old, put your money where your mouth is.
We really need to get over this unreasonable attitude that linearity = bad. Some of the greatest games ever made were entirely linear affairs.
Sorry to break it to you, but not all games are made for everyone. These kind of games appeal to a certain audience; if that's not you, there are many other games out there that may cater to your interests. That's the thing about people--their tastes vary widely.if it's anything like those games, doesn't sound great to me. those games are all awful.
This obsession with "open world" is getting ridiculous on this forum. Not every f'in game has to be open world. They both can exists and fun to play.
Very excited about the new info.
I love to explore the environment so long as it gives you something back. Yes, we’re trying to do some of that, but the reality is that it’s a single-player game that takes you on a ride, and we don’t want to compromise that ride.
This is a good post. I wish more people thought this way instead of getting so pissed off.They were answering questions in an interview. What should they have done, said "we can't show you gameplay, so fuck off"?
I mean really, it's not like the devs put out a statement saying "our game is awesome, wait and see." They were asked a few questions; they answered them to the best of their current ability. If you're getting mad at the hype, get mad at the journalists who hype the game up. It has nothing to do with RAD.
Like kaching said in the post above:This quote is very disappointing. I have no doubt that The Order will be a good game, but it looks like we are in for a game that funnels you from hallway to hallway.
Devs, I want games that give us the ability to explore, even if it's secretly funneling us from place to place, a la Dark Souls, or old Resident Evil games. I don't want to run from set piece to set piece with dudes waiting to ambush me with no other options of tackling the game other than either hiding for cover and shooting, or going guns blazing.
Linear games have excisted for like 30 years now. I dont see why it should suddently stop now.next gen is here
I hope you like corridors
Yeah. Pretty much everything this guy said made me less and less excited about this game.I'm not sure how to interpret this.
Not getting a positive vibe though.
Man, they need to show more and talk less. Most of their statements rankle on some level for some reason.
Peoples hype deflating because it isn't open world is laughable. From the start I thought this was going to be a gears of war type game since I heard it was a 3rd person shooter and guess what, that's fucking fine.
This game will be like the Gears, Uncharteds, Resident Evils, dead spaces or TLoU of the world, and that's okay. Were not exactly flooded with those types of games. Especially with no presence of gears for next gen, DS is dead, and REs most recent game was trash.