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- Jan 28, 2011
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I talk about how to write detailed design specifications for artists and programmers.
I talk about how to write detailed design specifications for artists and programmers.
I don't see what would be the benefit of showing the in-game perspective in the cinematic, which Tim incorrectly referred as 'isometric'. If you re-watch the Fallout cinematic, with the overseer sending you out of the vault, there's already a part showing a preview of what the player can expect gameplay to be like. You don't need to stress that you're not gonna have 1st person exploration, in multiple cinematics – even if you're taking into account impatient players who will spam 'enter' or 'esc' to skip cinematics and begin the game, what kind of loony would buy a game without checking the basic stuff?Cain thinks now that the rat cave was the wrong way to go about it. Would have opened with a cinematic of the player going outside into a very bright desert and then moving into the isometric view where the player can see nearby that rats are chewing on a body and that there some equipment nearby the body.
Same situation in Fallout 2.Wishes he had telemetry in Fallout 1 so he could have noticed Energy Weapons were underused in the early sections.
I think Cain's example of Energy Weapons is rather silly because anyone can notice that in one playthrough, but there probably is only so much useful information you can get from the same handful/dozens/hundreds of team members who have known the game for years and don't even know what they know.Telemetry seems to be a tool for devs who are alien to the concept of actually playing games. At least that's the impression I'm getting.
Wishes he had telemetry in Fallout 1 so he could have noticed Energy Weapons were underused in the early sections.
how prestigious of Tim. I agree.Really likes the Lynch Dune movie, knows he is in the minority.
Lynch's movie was much more stylish, and they did a much better job with casting than nu Dune
Very Intelligent Designers have always been this way.I am assuming he got peer-pressured into a lot of his new fangled game design views. A lot of devs seem to be like this. "Oh everyone around me is telling me pure retardation is actually good design? Well the kids are all doing it, so it must be hip to be square."
Harvey Smith's Invisible War post-mortem said:We listened to our super hardcore friends who told us, here's how I would fix Deus Ex. I mean we listened - we had some friends, some good friends, who told us that Deus Ex was giant disaster - and here's what they would change, and I love those guys, and we really felt sensitive about that. We really felt like, "God, we've - we've uh, we're not meeting the demands, or we're not meeting the standards of our very intelligent designer friends, so ashamed. Let's fix all that in the sequel, and we weren't listening to the players of the original game, who liked what we had done.
It's corporatism in general. I see the same approach in my industry. I am assuming it occurs in every industry. Most companies (and middle managers) just copy whatever everyone else is doing and assume it is the perfect way to do things... because everyone else is doing it! Nevermind that that's not how any highly profitable company got highly profitable in the first place.
And that makes them feel special rather than just being another weapon type. Feels good when you finally get to vaporize suckers after having tagged the skill at the start of the game and put some points into it in anticipation of finding one.Same situation in Fallout 2.Wishes he had telemetry in Fallout 1 so he could have noticed Energy Weapons were underused in the early sections.
You only get your hands on a Plasma Rifle later in the game (if you manage to gain access to the Sierra Army Depot), from a Super Mutant in the Military Base (one of the more difficult areas in the game, really tough battles await here), or from Navarro, which is an Enclave base (need I say more?).
The godly Pulse Rifle is in the BOS bunker in San Francisco, but you don't get access to it until you steal the Vertibird plans from Navarro for Matt, the BOS member guarding the bunker.
Absolutely.And that makes them feel special rather than just being another weapon type. Feels good when you finally get to vaporize suckers after having tagged the skill at the start of the game and put some points into it in anticipation of finding one.Same situation in Fallout 2.Wishes he had telemetry in Fallout 1 so he could have noticed Energy Weapons were underused in the early sections.
You only get your hands on a Plasma Rifle later in the game (if you manage to gain access to the Sierra Army Depot), from a Super Mutant in the Military Base (one of the more difficult areas in the game, really tough battles await here), or from Navarro, which is an Enclave base (need I say more?).
The godly Pulse Rifle is in the BOS bunker in San Francisco, but you don't get access to it until you steal the Vertibird plans from Navarro for Matt, the BOS member guarding the bunker.
Wishes he had telemetry in Fallout 1 so he could have noticed Energy Weapons were underused in the early sections.
Katanas are underpowered.Having an energy weapon skill is like having a Katana skill
So are fencing foils... but not in the hands of an expert...Katanas are underpowered.