MadMaxHellfire
Arcane
i can understand vehicles becoming bigger and bigger, but why do the men become taller? o_O
lots of banners and sigils you would commonly see on the great civilizations of old
We mixed this up with the pageantry and regalia of medieval knights and other classic types of warriors. The units ended up being a great combination of the past and present of humanity
It's Firaxis - we'll see tons of DLCs with such things.I'm not seeing that at all on the Purity units posted.
A shame as it could have been cool to see their soldiers as wearing an eclectic blend of Prussian, Roman, Samurai etc uniforms and symbols.
Actually, I can't care less how the game will look. SMAC was ugly as hell with leader pictures and secret project movies as the only bright side. What matters for me is how they will handle diplomacy, UI, combat and overall game mechanics.
Some days I think of how much better games would be if the people working on them had good education, experience and a deep interest in the things they make games about be it the mechanics themselves, the settings or the writing or any other part of the games instead of regurgitating the same crappy kiddie shit entertainment already present. But then I realize that those people are put to much better use in real professions and what a gigantic waste they would be on the development of video games. Like a history buff working in Hollywood it just doesn't make much sense.lots of banners and sigils you would commonly see on the great civilizations of old
We mixed this up with the pageantry and regalia of medieval knights and other classic types of warriors. The units ended up being a great combination of the past and present of humanity
I'm not seeing that at all on the Purity units posted.
A shame as it could have been cool to see their soldiers as wearing an eclectic blend of Prussian, Roman, Samurai etc uniforms and symbols.
This, I might be biased since I've played so many times that it has gotten a sentimental value for me but I think that even if I had played it for the first time today I would have liked the look of it.Actually, I can't care less how the game will look. SMAC was ugly as hell with leader pictures and secret project movies as the only bright side. What matters for me is how they will handle diplomacy, UI, combat and overall game mechanics.
SMAC looked lovely when it came out, and it's aged much much better than most games of that era.
i can understand vehicles becoming bigger and bigger, but why do the men become taller? o_O
i can understand vehicles becoming bigger and bigger, but why do the men become taller? o_O
Genetic engineering or better healthcare.
More likely the latter, since it's the PURITY faction, therefore I'd expect them to scoff at genetic engineering.
I guess the main difference between the old and new generation of game designers is that today's designers grew up with video games as their main and probably only hobby, while the guys from the 90's and back came into gaming as adults and had more diverse backgrounds and interests.Someone mentioned above that modern game designers are uncultured swine, who aren't interested in anything interesting, and that, I must say, is why video game stories are so lousy. I don't think video games will ever aspire to the same heights of storytelling as literature, but they could at least take a few tips. And they did! they did! In older games I notice nods to things like Homer's Odyssey and whatnot, and in Alpha Centauri I mentioned they must have been inspired by things like 1984 and maybe Solaris. But in these modern games I find such nods totally lacking. I saw some interview with a writer on the Project Eternity team, where she was asked about her literary influences, and she basically listed a few pop fantasy novels, then moved on to a bunch of video game shit. I think some video games are good and all, like Planescape: Torment, but they really aren't the medium for new and interesting ideas. They all seems to comb over novels for their ideas (Fallout took much from classics like Canticle for Libowitz), so as 'influence,' they're second hand.
I guess the main difference between the old and new generation of game designers is that today's designers grew up with video games as their main and probably only hobby, while the guys from the 90's and back came into gaming as adults and had more diverse backgrounds and interests.Someone mentioned above that modern game designers are uncultured swine, who aren't interested in anything interesting, and that, I must say, is why video game stories are so lousy. I don't think video games will ever aspire to the same heights of storytelling as literature, but they could at least take a few tips. And they did! they did! In older games I notice nods to things like Homer's Odyssey and whatnot, and in Alpha Centauri I mentioned they must have been inspired by things like 1984 and maybe Solaris. But in these modern games I find such nods totally lacking. I saw some interview with a writer on the Project Eternity team, where she was asked about her literary influences, and she basically listed a few pop fantasy novels, then moved on to a bunch of video game shit. I think some video games are good and all, like Planescape: Torment, but they really aren't the medium for new and interesting ideas. They all seems to comb over novels for their ideas (Fallout took much from classics like Canticle for Libowitz), so as 'influence,' they're second hand.
RPS: One of your big influences is Alpha Centauri, as you have made very known. For one, why append that onto Civ? Why not make it it’s own thing, and just do an AlphaCentauri successor? Why make it a Civilization game specifically?
PR: I’ll jump in here. Alpha Centauri’s IP is owned by EA, so we don’t have access to it. Which is one easy answer, but…
Miller: That’s an easy answer, but I think even if we had the Alpha Centauri IP available I don’t know if we would’ve decided to do a sequel to it. I mean this is really such a different game, and if you look back at Alpha Centauri and how it’s a companion to Civ 2, or is it Civ 3? It’s a very good companion to those games but I think what we brought to the table with this game is what we’ve learned in the decade since we made that.
I think fundamentally Beyond Earth is a much more optimistic perspective on our future in space. I mean, in Alpha Centauri you get to a planet on the Starship Unity and you’re already at each others throats. It’s kind of a pessimistic way to start everything, but this is a much more optimistic view. And of course there’s conflict, but we wanted to present this aspirational product, and that has influenced a lot of the decision making.
And of course we love Alpha Centauri, we pay homage to that all over the place in this game, but it is a very different game. I’d even, I mean you could say spiritual successor to Alpha Centauri, because we built this game for fans of that game, but it’s different enough that I don’t even think that you can put it in the same [lineage]. It’s a Civ in space, that’s about it. Beyond the winks and nods.
McDonough: I’m much more irreverent when it comes to Civ. My favorite Civ was Civilization Revolution, actually. There’s a drama there and a speed there and a liveliness that the core Civ kind of lacks, and we’re try to bring some of that into this project. So these two different perspectives I think work very well together, and we respect each other a lot. That makes for a great working relationship.
We made an iOS game called Haunted Hollow before we came onto this, and it has a similar destabilizing agent in the angry town mob. But this idea of a destabilizing agent is important, that you have to contend with and it kind of keeps you on your toes.
"True Civ games always have an optimistic bent," confirms Miller.
Someone mentioned above that modern game designers are uncultured swine, who aren't interested in anything interesting, and that, I must say, is why video game stories are so lousy. I don't think video games will ever aspire to the same heights of storytelling as literature, but they could at least take a few tips. And they did! they did! In older games I notice nods to things like Homer's Odyssey and whatnot, and in Alpha Centauri I mentioned they must have been inspired by things like 1984 and maybe Solaris.
This game is going to be shit I tell you. The people in charge of it have no idea what they are doing. But it will sell millions.
Jake Solomon, the lead on XCOM, actually knew what he wanted to do but was overridden by executives and play testers who couldn't understand time units.Is that what happened to XCOM under Firaxis' watch? What's the RPG Codex consensus on that game (and the expansion)?
Some gems from that interview:
McDonough: I’m much more irreverent when it comes to Civ. My favorite Civ was Civilization Revolution, actually. There’s a drama there and a speed there and a liveliness that the core Civ kind of lacks, and we’re try to bring some of that into this project. So these two different perspectives I think work very well together, and we respect each other a lot. That makes for a great working relationship.
We made an iOS game called Haunted Hollow before we came onto this, and it has a similar destabilizing agent in the angry town mob. But this idea of a destabilizing agent is important, that you have to contend with and it kind of keeps you on your toes.
I wonder if friendly toy-like models allow developers to publish game with lower PG rating.
The consensus seems to be that XCOM is an ok tactics game that is good for what it is.Is that what happened to XCOM under Firaxis' watch? What's the RPG Codex consensus on that game (and the expansion)?