NecroLord
Dumbfuck!
- Joined
- Sep 6, 2022
- Messages
- 14,815
Do tell.I have an idea for a game that's not reducible to an elevator pitch
Do tell.I have an idea for a game that's not reducible to an elevator pitch
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.
how prestigious of Tim. I agree.Really likes the Lynch Dune movie, knows he is in the minority.
they did a much better job with casting than nu Dune
I agree. I mean they are targeting the typical Star Wars/Marvels blockbuster audience and then we get Poe/Aquaman/Thanos/Spider-Man's girlfriend/Thor's scientist and whomever I forgot in the same movie! Why not more new actors?My only conclusion after watching both Dune films is that I don't much like Dune. That said, Lynch's version is more interesting visually than Villeneuve's. Also this:
they did a much better job with casting than nu Dune
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.