SausageInYourFace
Codexian Sausage
Not an RPG, move thread to General Gaming please.
So you think it will be RPG?
poor bastards here
in b4dumbed downMODERNIZED, REVISED AND REIMAGINED for consoles and mobile
But yes, one of the reasons he left LGS to make Deus Ex is that he didn't like what they were doing with Thief. Though I'm not sure how much better Deus Ex was with some of those things he mentioned there.
If im new to SS which should i play first? SS1 or SS2?
Well ... Warren was never part of LGS. His closest relationship was that he was their liaison with Origin/EA when they were making Ultima Underworld and the original System Shock.Misaka Mikoto Warren Spector is a "consultant" on Underworld. Personally, I doubt he's doing much. We don't know yet who's going to work on this game.
But yes, one of the reasons he left LGS to make Deus Ex is that he didn't like what they were doing with Thief. Though I'm not sure how much better Deus Ex was with some of those things he mentioned there.
Is iconic/abstract representation of characters, power-ups, player rewards, tools, objects, and so on better than realistic/specific representation? In other words, are instantly identifiable floating crosses better as healing items than a med-bot, something the player may or may not be able to identify? Is it compelling to wonder if that guy over there is a good guy or a bad guy? Or is it better to know just by looking at him, so you can plan accordingly? As in so many things, we went with a hybrid approach -- nothing as extreme as floating health restorers, but instantly recognizable good guys, bad guys, rewards, and objects.
Those systems were designed around the totally valid idea that the computer would resolve actions without any secret (or even non-so-secret) die rolls required. Players would always know, with absolute certainty, based on their character development choices, whether they could accomplish something or not. The trick would be whether they wanted to do something or not, based on an assessment of the likely outcome and the likely consequences (for example, blowing down a door and setting off alarms versus the risk of picking a lock and being caught while doing it). In addition, I thought the tension of standing outside a locked door, not knowing if a guard was going to show up while you picked the lock would provide sufficient excitement. I thought knowing you could leap across a chasm because you had the Jump augmentation at Tech Level 3, opening up new paths through maps that were inaccessible to players without that augmentation, would be good enough to keep players interested.
When Gabe Newell from Valve came down and played our prototype missions, he correctly identified the utter lack of tension in our skill and augmentation use, as written up in the design doc and ably implemented by the coders. The worst was confirmed when Marc LeBlanc, Doug Church, Rob Fermier, and other friends from Looking Glass Studios and Irrational Games played the proto-missions and came to the same conclusions. Actually using skills and augmentations revealed things that merely thinking about them could never have revealed.
We took the criticism, and with it in mind, lead designer Harvey Smith revised the skill and augmentation systems pretty thoroughly, proposing an elegant system of consumable resources and time passage, all tied to skill level. This increased the tension level, provided new rewards, and allowed players to think and make informed decisions. Harvey also proposed a revision to the augmentation system, introducing an energy cost for their use (something I had foolishly rejected earlier on). Again, this gave us the opportunity to hand out items that would replenish energy -- in other words, we instantly had more things to hand out to players as rewards. It also introduced a level of tactical thinking to augmentation use that makes the system work. None of this would have happened without prototype missions and some harsh (but fair) criticism they allowed.
Well ... Warren was never part of LGS.
Well ... Warren was never part of LGS.
Sorry, that is indeed what I’m talking about; I should have said he never worked as part of LGS proper, but rather as their outside man on the inside. Thanks for the correction and amplification.Well ... Warren was never part of LGS.
Yes and no. He never worked with them in Boston, but I asked the OtherSide guys about it in a Twitch chat earlier this year, and they said he was a Looking Glass employee for a while in the mid-90s. Working from Austin as a kind of one-man "Looking Glass West".
I agree, except that watching Warren over the years, as I said, I think we were lucky to get Deus Ex out of him—and I’m not sure but that Deus Ex skewed way more toward Thief than it would have had he had his druthers. Note, for starters, his description of the outside input that made DX more Thiefy.Well ... Warren was never part of LGS.
If not, he still had a very tightly-knit relationship with them. Deus Ex's resulting design is very LGS, and that doesn't spawn from nowhere. I think Warren just took issue with how restrictive Thief's scope was, and lets face it, compared to Ultima Underworld or even System Shock it was pretty streamlined.
Kickstarter backers, I bet.Who is paying the money to develop this?
Anyway, sorry—this isn’t a discussion about WS, or shouldn’t be. I’m cautiously optimistic about SS3, but I wish Doug Church would be involved ...
No, no, I agree. It’s just that with SS3 coming and Paul Neurath at its head, I’d love to see Doug’s design sensibility in the mix. Even if only to counterbalance Warren’s!Anyway, sorry—this isn’t a discussion about WS, or shouldn’t be. I’m cautiously optimistic about SS3, but I wish Doug Church would be involved ...
A key figure behind the design of such incredible games for sure, but don't forget it was a team effort.
The industry & audience needs you more than ever, LGS. One more giant kick up the backside for gamerkind.
Right, I mean I hope he’s involved in SS3, too. Underworld has a long way to go yet and I’d love to have an LGS all-star team working on each title in its turn.Tim Stellmach has been at OtherSide since the very beginning. He's the lead designer of Underworld.
I just came.
That would be amazing if done right.
It won't be, but it could be.
I just came.
That would be amazing if done right.
It won't be, but it could be.
Why do you think Microsoft bought Minecraft?
No, no, I agree. It’s just that with SS3 coming and Paul Neurath at its head, I’d love to see Doug’s design sensibility in the mix. Even if only to counterbalance Warren’s!
Heck, I’d like Tim Stellmach, Mark LeBlanc, too—you name them, I want them back. Glad Eric and Terri are almost certainly on board, though.
And you’re right—I have never forgiven Daikatana for putting Eidos in financial straits that left no room for LGS to maneuver. Yes, I know LGS had financial management problems of their own that left them needing that room, but I’d have rather had a Deep Cover, a Thief 3, and a System Shock 3 out of them and Irrational than what the industry has become without them. Irrational lost its way after SS2, and ISA before that.
I view LGS as a necessary foil to the forces that drive the industry, and I think the industry has been sorely feeling their absence all these years. The problem is I don’t know whether we can recover from the current mindset that the industry has created in gamers. Will the LGS approach only ever produce cult games? It (mostly) did then, and I’m curious about what will happen now—if they even manage to capture that same lightning in a bottle again.
System ShockThis is probably gonna be complete dumbed down console piece of flaming shit.
But let's see. What has the developer done before?
I haven’t played NV, and HR was good but not what I expect out of an intended DX sequel. But I do see your point.No, no, I agree. It’s just that with SS3 coming and Paul Neurath at its head, I’d love to see Doug’s design sensibility in the mix. Even if only to counterbalance Warren’s!
Heck, I’d like Tim Stellmach, Mark LeBlanc, too—you name them, I want them back. Glad Eric and Terri are almost certainly on board, though.
And you’re right—I have never forgiven Daikatana for putting Eidos in financial straits that left no room for LGS to maneuver. Yes, I know LGS had financial management problems of their own that left them needing that room, but I’d have rather had a Deep Cover, a Thief 3, and a System Shock 3 out of them and Irrational than what the industry has become without them. Irrational lost its way after SS2, and ISA before that.
I view LGS as a necessary foil to the forces that drive the industry, and I think the industry has been sorely feeling their absence all these years. The problem is I don’t know whether we can recover from the current mindset that the industry has created in gamers. Will the LGS approach only ever produce cult games? It (mostly) did then, and I’m curious about what will happen now—if they even manage to capture that same lightning in a bottle again.
Well said. No disagreement here at all.
I think the succees of Fallout: New Vegas and even Deus Ex: Human Revolution on both PC and consoles proved that a fully-fledged Immersive Sim is viable. Sure, both aren't the finest examples, but they aren't too far removed.