you know what time it is
Arcane
This is going to end well.
This is the man who thinks Invisible War was better than the original Deus Ex.
It's very good that all the ancient glories of RPG are getting back into gaming. The kickstarters of Chris Roberts, Tim Schaffer, the Coles and Richard Garriott have showed tremendous results. We merely needed Spector to complete that glorious list of achievements.
Who's left ?
It's very good that all the ancient glories of RPG are getting back into gaming. The kickstarters of Chris Roberts, Tim Schaffer, the Coles and Richard Garriott have showed tremendous results. We merely needed Spector to complete that glorious list of achievements.
Who's left ?
David motherfuckin' Bradley. Though I doubt he would achieve anything worthwhile now - Kickstarter or not.
David motherfuckin' Bradley. Though I doubt he would achieve anything worthwhile now - Kickstarter or not.
I don't know; Wizards & Warriors is a very underappreciated gem. Everyone had moved onto multiplayer; fps's and consoles and 3D gaming so the game didn't get the promotion or the chance it deserved. I think what turned many off was the still portraits of the towns, which as we now know have come back into style. Bradely is someone I would really like coming back, and would even support his kickstarter (at lowest possible tier)
I don't get the excitement for FPSs on this site.
I love multiplayer FPSs and rpgs. These games(Underworld too) are neither.
I don't get the excitement for FPSs on this site.
I love multiplayer FPSs and rpgs. These games(Underworld too) are neither.
System Shock 2 can be considered an RPG, even if it uses a first person perspective. Even the Codex included it in the greatest RPG lists.
For Spector, heading to Otherside also offers a chance to get back into the good graces of the fans of games like Deus Ex, after a prolonged period of time working with Mickey Mouse.
“I got more and more heartfelt fan mail about Epic Mickeygames than anything I’ve ever worked on, by far,” Spector says. “But core gamers hated me… [they] thought I was a sellout. ‘You made a Mickey Mouse game!’ They never gave the game a chance, to show that it was expressing the exact same things that System Shock and Deus Ex were expressing, the underlying philosophy.”
Spector’s excited, he says, about creating a game that allows players to solve problems in creative ways in the era of Twitch streaming and Let’s Play videos. “Back then, it was hard to communicate that you could play through the games differently,” he says. “Now you can actually have people show off their unique playthroughs.”
As opposed to, I say, a linear first-person shooter experience that plays the same every time.
“If I ever make a game like that,” Spector says, “shoot me.”
6. is retarded though. "Everything is SPECIAL!!!" makes me definitely more bored than occasionaly doing "usual" things.Hopefully he still applies "Warren Spector's Commandments of Game Design".
Hehe - I think this is great news though, I'm happy he's returning to what he was best at. After the long break he's had, I'm sure he'll be a great asset for Otherside.
- Always Show the Goal - Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it.
- Problems not Puzzles - It's an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer's mind.
- Multiple solutions - There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, “This is where the player does X” about a mission or situation within a mission.
- No Forced Failure - Failure isn't fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Use forced failure sparingly, to drive the story forward but don't overuse this technique!
- It's the Characters, Stupid - Roleplaying is about interacting with other characters in a variety of ways (not just combat… not just conversation…). The choice of interaction style should always be the player's, not the designer's.
- Players Do; NPCs Watch - It's no fun to watch an NPC do something cool. If it's a cool thing, let the player do it. If it's a boring or mundane thing, don't even let the player think about it - let an NPC do it.
- Games Get Harder, Players Get Smarter - Make sure game difficulty escalates as players become more accustomed to the interface and more familiar with the game world. Make sure player rewards make players more powerful as the game goes on and becomes more difficult. Never throw players into a situation their skills and smarts make frustratingly difficult to overcome.
- Pat Your Player on the Back - Random rewards drive players onward. Make sure you reward players regularly and frequently, but unpredictably. And make sure the rewards get more impressive as the game goes on and challenges become more difficult.
- Think 3D - An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting point (though even that's under limited circumstances). A 3D game map must take into account things over the player's head and under the player's feet. If there's no need to look up and down - constantly - make a 2D game!
- Think Interconnected - Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.
I don't get the excitement for FPSs on this site.
I love multiplayer FPSs and rpgs. These games(Underworld too) are neither.
System Shock 2 can be considered an RPG, even if it uses a first person perspective. Even the Codex included it in the greatest RPG lists.
Anything could be stretched to be considered different genres. RPGCodex is still just a group of opinions. That doesn't make it the one truth.
First person shooters are never rpgs to me, including the bethesda games. I just don't understand the fascination with first person shooters, even here. It is disappointing.
Don't get me wrong. I love a good team based FPS. I'm in the top 3% of the world when it comes to BF4, with an insane KD... But a single player FPS masquerading as an rpg just makes no sense to me. I'll never understand the fascination with underworld, which is just a FPS set in a dungeon.
They could be considered hybrids at best, and tbh, there are match 3 games that could be considered hybrid rpgs...
W&W was great, but DWB was clearly infected by that insanity virus many a Wizardry designer caught.It's very good that all the ancient glories of RPG are getting back into gaming. The kickstarters of Chris Roberts, Tim Schaffer, the Coles and Richard Garriott have showed tremendous results. We merely needed Spector to complete that glorious list of achievements.
Who's left ?
David motherfuckin' Bradley. Though I doubt he would achieve anything worthwhile now - Kickstarter or not.
I don't know; Wizards & Warriors is a very underappreciated gem. Everyone had moved onto multiplayer; fps's and consoles and 3D gaming so the game didn't get the promotion or the chance it deserved. I think what turned many off was the still portraits of the towns, which as we now know have come back into style. Bradely is someone I would really like coming back, and would even support his kickstarter (at lowest possible tier)