It’s actually something Half-Life 2 did really well – the entire Ravenholm section was made scary in party by simply reducing the amount of health and ammunition available to the player any given time.
Wha... i've never heard anyone saying that they were afraid of Ravenholm because the game didn't give enough ammo or health. A lot of people afraid of Fast Black Zombies tho. Anyway,It’s actually something Half-Life 2 did really well – the entire Ravenholm section was made scary in party by simply reducing the amount of health and ammunition available to the player any given time.
Half-Life 2
Haha. No.Did something really well
Ugh... really? You weren't looking for keys, you were fighting through hordes of monsters from Hell with your shotgun, chainsaw, and bare fist(s).First of all: colored keys, man. They were an awful McGuffin when every level had you looking for the same damned cards/skulls over and over. But at the same time, they drove gameplay forward mechanically – you were always in pursuit of a specific goal, be it a key or a door or an exit.
Motherfucker, FUN is what gives purpose to play Doom, FUN you hipster, do you even remember this word? Gee, what gives more fun, finding a key and unlocking a door, or PWNING an Arch-vile, while dodging Revenants's homing missiles? Argh MOTHERFUCKER.It was the use of discreet, ludic indicators of progress that gave the gameplay context and purpose.
This fellow seems to be a fairly good writer, but it is also clear that he is no orator. His tone is very monotonous and he speaks way too fast. A shame, since he put some actual effort into writing his speech and editing his video.
This fellow seems to be a fairly good writer, but it is also clear that he is no orator. His tone is very monotonous and he speaks way too fast. A shame, since he put some actual effort into writing his speech and editing his video.
I prefer him over yet another Nostalgia Critic/Egoraptor-style EXTREME shouting douchebag.
http://www.doomworld.com/vb/doom-general/58509-the-design-of-e1m1/When designing levels for Doom, Romero came up with several rules, among them:
always changing floor height when I wanted to change floor textures
using special border textures between different wall segments and doorways
being strict about texture alignment
conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
making sure that if a player could see outside that they should be able to somehow get there
being strict about designing several secret areas on every level
making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
creating easily recognizable landmarks in several places for easier navigation
http://www.doomworld.com/vb/doom-general/58509-the-design-of-e1m1/When designing levels for Doom, Romero came up with several rules, among them:
always changing floor height when I wanted to change floor textures
using special border textures between different wall segments and doorways
being strict about texture alignment
conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
making sure that if a player could see outside that they should be able to somehow get there
being strict about designing several secret areas on every level
making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
creating easily recognizable landmarks in several places for easier navigation
must add bugs and frogs
It isn't.
Though I find the "this game better because labor of love" and "it's special because it's a personal statement about the developers by them" thing kind of pointless
What i find puzzling about people like this is that, even on the rare occasion their opinions are at all correct and right on the mark, they still try to belong to some sort of established image of what a mainstream gaming personality is supposed to be. They never talk critically of modern trends, and if they do, they generally try to either make their critique specific to the game or to ascribe the problem to some larger issue within the industry, but they are always careful not to make their opinion too harsh or accusing. For once i would love to see somebody go all Codex on the collective asses of the gaming industry.
What i find puzzling about people like this is that, even on the rare occasion their opinions are at all correct and right on the mark, they still try to belong to some sort of established image of what a mainstream gaming personality is supposed to be. They never talk critically of modern trends, and if they do, they generally try to either make their critique specific to the game or to ascribe the problem to some larger issue within the industry, but they are always careful not to make their opinion too harsh or accusing. For once i would love to see somebody go all Codex on the collective asses of the gaming industry.
Well, there are VD's interviews on RPS.
Campster's audience is small as it is - he can't risk alienating people by saying YOUR FAVORITE GAME SYMBOLIZES THE DECLINE.
But besides that, I've gotten a certain impression about these "video game design hipsters", like this guy or Shamus Young - they've never really been the biggest fans of the Codexian "walls of text" RPG.
While they do enjoy RPGs, and appreciate the greatness of something like Planescape Torment, their greatest love is the broadly defined genre of well-designed "thinking men's shooters", like Deus Ex or Half-Life.
So, they simply aren't feeling the decline as much as we are.
It isn't.
Though I find the "this game better because labor of love" and "it's special because it's a personal statement about the developers by them" thing kind of pointless
It's the same with say, Wizardry 8 or Divinity 2 - those games are corny as hell, have lackluster derpy plots, derpy worlds and derpy characterization. If they were soulless products of design by committee I would probably not stand them for single full playthrough, as they are, in their quirky "heh having fun riding mah imaginashun while making this game" way, I want to replay them time and time again.
Hell it's even one of the differences between Morrowind and Oblivious - in Morrowind you could imagine disorganized bethesda rabble (because MW sure as fuck isn't a product of any coordinated effort) having fun adding little details and placing hidden stuff everywhere, putting in subtle leads to certain dungeons and so on, in Oblivious, otoh it's hard to imagine anything but a bunch of sad, faded people punching clock after applying enough of specular polish to a rock.
It isn't
Even then, he was incredibly afraid of hurting anyone's feelings with HL2. He can be interesting but the way he does things I doubt he'll ever do anything of depth.