pippin
Guest
IIRC Deus Ex's main theme was a placeholder, and initially even Spector himself was kinda opposed to it, but it proved so damned catchy that they just left it as the official thing.
Earlier in the talk, Spector listed a series of questions he asks himself before every game he makes, culminating in the question, “Do you have something to say?” An audience member brought this up again during the Q&A, asking how that might apply to the wide variety of less hardcore games being created, including non-narrative experiences.
Spector conceded that there may be some games wherein “having something to say” is less important, but went on to say that they aren’t the type of games that interest him.
“If I have to dumb down a game to sell 20 million copies, I’m not going to make games anymore,” he said.
“If I have to dumb down a game to sell 20 million copies, I’m not going to make games anymore,” he said.
undoubtedly what the question was referring to ("hardcore" is rarely used to refer to an involved/intelligent story in any capacity). Yes, gameplay and the execution of it can heavily affect the message you're trying to send but he glossed over gameplay altogether.
Bets on the table, probably another Bioshock: attempt to make a statement and tell an interesting story while forcing players through garbage whack-a-mole gameplay for 95% of the experience, and thereby lessening the value or impact of your statement, despite the statement being the pretentious end-game/purpose of the developer to begin with.
Well, without full context I'm not sure what the question really was about.
I rather believe that he'd try to make a statement via gameplay and simulations than telling a story
I'm not sure if he'll trying to make a "hard" game,
He didn't say "I have never worked on a dumbed down game in my life."But dumbing down a game and NOT selling 20 million (Invisible War) is OK?“If I have to dumb down a game to sell 20 million copies, I’m not going to make games anymore,” he said.
I hope so. I think a straight sequel would probably not be enough, most fans would like it, some would realise that their love was mostly nostalgia, and new players wouldn't be interested, and the whole thing would be considered a failure. But if they really do iterate stuff, and not just match the originals but improve some things too, all while looking good in a new engine, it could be a huge hit. They are in the right place at the right time, because there are millions of gamers out there right now who are playing survival games in various forms. Mostly searching for wood and food etc, but the mentality isn't much different. I think if a modern game combined that tense survival horror thing, with occasional bursts of fun action, pieced together with great story and exploration etc, it could be huge.Address the genuine shortcomings of the game, translate it well to a modern engine, iterate upon some aspects of design that would be worthwhile to pursue, and it would be very special, imo.
I guess EYE didn't really raise any bars although I did like it. Stalker though... I have quite the hardon for that series. I actually think most of them are a bit crappy overall, except Pripyat, but all of them do things that really impress me and had some amazing moments. I love the way the AI behaves, and combined with the open world setting. I remember I ambushed this group of bad guys early in the game, I had a crappy gun with like 20 rounds, and these guys were all super equipped and dangerous. I was in an abandoned house taking long shots at them and they were coming towards me like a real assault, so I fled out the back door of the house, and quickly ran in a big circle around the hill, and came up behind them. The AI was so realistic, they thought I was still in the house, so I came up behind them and saw as the first guy went into the house and the other guys were all providing cover for him. I killed almost all of them with one grenade and then managed to kill the 1 or 2 survivors. It was probably the most exciting thing I've ever experienced in an FPS.also lol, EYE didn't raise any metaphorical bars. And STALKER, great as it is, is no more special overall than Shock 2, imo.
some would realise that their love was mostly nostalgia
Stalker though... I have quite the hardon for that series.
I remember I ambushed this group of bad guys early in the game, I had a crappy gun with like 20 rounds, and these guys were all super equipped and dangerous. I was in an abandoned house taking long shots at them and they were coming towards me like a real assault, so I fled out the back door of the house, and quickly ran in a big circle around the hill, and came up behind them. The AI was so realistic, they thought I was still in the house, so I came up behind them and saw as the first guy went into the house and the other guys were all providing cover for him. I killed almost all of them with one grenade and then managed to kill the 1 or 2 survivors. It was probably the most exciting thing I've ever experienced in an FPS.
I agree the design philosophy was the primary failure of IW, but it does seem like the hardware limitations played a role. The levels are so tiny that the devs could scarcely place challenges in them that amount to much more than "multitool this laser grid, or stealth past this guy to get to the same hallway". Maybe I'm just peeved because I couldn't stand the glitchy loading screens when I tried to play it, so I gave up entirely and I'm blaming everything on the tiny levels. If they hadn't focused on dumbing everything down for a wide audience it would have been an improvement, but I'm thinking it would have had shit level design regardless. Still their fault either way.
I'm literally being told what to do and where to go, I just have to pay a modicum of attention and figure out how to do it
games at large haven't made significant improvements to complexity and interactivity since SS2/DX
and B) I think there is a market for such improvement, even if AAA publishers are shoveling out garbage that plays itself like Assassin's Creed to the rest.
When I played BioShock years ago I thought it was pretty mediocre, like there was something deeply missing there. Playing System Shock 2 now feels like finding it.
I just played System Shock for the first time and am now making my way through Shock 2, and frankly it's better designed than most of what I've played since it came out.
BioShock years ago I thought it was pretty mediocre, like there was something deeply missing there. Playing System Shock 2 now feels like finding it.
I played DS1 until about half way before I could not take that shitty game anymore and uninstalled it.I'm doubting you've even played it. It's a good game, especially as far as modern games or Shock spiritual sequels go (cough Bioshock). It's no System Shock, but very few games are on that level of brilliance. It's more inline with a traditional survival horror, which is by no means a bad thing.
Bioshock = 5/10
Dead Space = 8/10
Shock 2 = 10/10
In the type of game, it has to play more like a FPS or I don't care. Get that over the shoulder bullshit away from.What a shame. But if the only criticism you have of it is you don't like the camera perspective or it was designed for consoles, then you must have a very narrow pool of games you DO like.