(xbox 360) Awesome News | xltronic messageboard
 
You are not logged in!

F.A.Q
Log in

Register
  
 
  
 
Now online (1)
recycle
...and 283 guests

Last 5 registered
Oplandisks
nothingstar
N_loop
yipe
foxtrotromeo

Browse members...
  
 
Members 8025
Messages 2614128
Today 0
Topics 127542
  
 
Messageboard index
(xbox 360) Awesome News
 

offline Gwely Mernans from 23rd century entertainment (Canada) on 2006-04-23 01:20 [#01885229]
Points: 9856 Status: Lurker



Finally my prayers for realism have been answered.


 

offline qrter from the future, and it works (Netherlands, The) on 2006-04-23 01:27 [#01885230]
Points: 47414 Status: Moderator



I don't know.. I don't really see how this will make the
playing of a game 'next gen' - sure, it'll make it look
better, but in gameplay..?

I wish 'next gen' would mean getting good writers, surely
that is where computer games have been kept at an infantile
level since the beginning.


 

offline Gwely Mernans from 23rd century entertainment (Canada) on 2006-04-23 01:34 [#01885232]
Points: 9856 Status: Lurker | Followup to qrter: #01885230



It's a leap forward :)



 

offline weatheredstoner from same shit babes. (United States) on 2006-04-23 01:36 [#01885234]
Points: 12585 Status: Lurker | Followup to Gwely Mernans: #01885229



I was hoping the xbox360 good news would be something like:
xbox360 now comes with a nintendo ds with every purchase.


 

offline Gwely Mernans from 23rd century entertainment (Canada) on 2006-04-23 01:36 [#01885235]
Points: 9856 Status: Lurker | Followup to qrter: #01885230



I wish 'next gen' would mean getting good writers, surely

that is where computer games have been kept at an infantile

level since the beginning.


I agree, once the physics and gameplay have been perfected
to an extent, the story, pacing, plots, and characters will
need alot of work. Eye candy is only half the package.


 

offline Ceri JC from Jefferson City (United States) on 2006-04-23 01:45 [#01885238]
Points: 23533 Status: Moderator | Show recordbag



There was a PC hack and slash game that used a simplified
version of this sort of system about 5 years ago. I forget
the name, but basically there were just "realistic"
skeletons for each character and these were used to work out
the animation on the fly.

Personally, I want damage to be realistic. In a Soul Calibur
game, you get hit on the torso with a sword, your top is
ripped. Hit in the face hard and your nose breaks and
bleeds. At the end of each fight, your character would be
patched up to some degree, but the scars would still be
there; the top would be stitched back up, but you could see
where it had been fixed. Your nose is no longer bleeding,
but your character now has an unsightly hook nose. I think
this sort of thing would work well in RPGs too.

Proper deformable terrain needs to be done too; not just
pre-scripted bits of fragile wall that you can knock
through. I understand that this may make writing the
script/plot a bit more difficult, but sod it. If after 20
minutes of searching for a keycard to a warehouse, I can't
find it, I want to be able to steal a truck and crash it
through the wall. Naturally, you could punish the player for
taking the easy option; perhaps the bad guys wouldn't know
you're there if you used a key card, whereas if you crash
through the wall, they know you're there.

For all the fun of the open-endedness of GTA:SA, I still
think a slightly more scripted game like Resident Evil 4
makes for a more involving experience; whilst the writing
and voice acting was still cheese on toast, it was a lot
better than previous games and consequently the whole thing
was more believable and scary to play. That sort of
emotional involvement is very rare in games and I think that
needs to be developed too.



 

offline Ceri JC from Jefferson City (United States) on 2006-04-23 01:55 [#01885239]
Points: 23533 Status: Moderator | Followup to Ceri JC: #01885238 | Show recordbag



I also think that as games become more mature in theme (in
the sense of maturity, rather than "tits and gore") I don't
want them to shirk away from unpleasent things to appease
the sensor's. Punisher's torture feature made an
average/poor game good. Imagine if it was in a game that was
already good (for example, Max Payne 2) and just accepted as
part of the game rather than a gimmick?

Control systems also need sorting. I'm not talking wacky
Nintendo Revolution style gimmicks; I mean ones that give a
greater degree of control and responsiveness. IE mouse and
keyboard for FPS on consoles. Also, and I cannot believe
that this hasn't been done already; A realistically sized
force feedback steering wheel, stick shift gearbox and pedal
(including clutch) set for driving games. I also don't want
this to be a specialist one off thing where you pay £300
and it works with one game. It should would be on a format
that has a future (like Xbox/Playstation) and a guarantee
that it will work with the next generation (Xbox 3/PS4) too.
It should also include converters/cables to allow it to be
used on multiple formats (IE PC, xbox and playstation with
one device). It should also be fully compatible with the
vast majority of driving games that come out for the
console. If I could play GT5, Colin McRae 2007, Project
Gotham 4 and Burnout 5 on such a device and I knew it was
futureproof, I'd happily pay £300 for it.


 

offline qrter from the future, and it works (Netherlands, The) on 2006-04-23 02:14 [#01885242]
Points: 47414 Status: Moderator | Followup to Ceri JC: #01885239



yeah, but that torture feature pretty much falls squarely in
the "gore" department, doesn't it?

I agree on that games should be more mature, but much more
on storylevel, not just another nasty feature you can use on
your enemies - which to me still keeps games at an infantile
level ("look, I can also do this to him, hur hur hur").


 

offline Ceri JC from Jefferson City (United States) on 2006-04-23 02:37 [#01885246]
Points: 23533 Status: Moderator | Followup to qrter: #01885242 | Show recordbag



That's my whole point. I want it to just be "another tool in
your toolbox" (if you'll excuse the pun), as opposed to; The
main basis of the game, Something that is done regularly, Or
even something that has to be done at all. I don't want
developers to not give me the option to torture someone, for
example, if someone insists on sending me on a sub-quest
before they'll give me info or an item I need, I just want
the option of getting it through intimidation or
torture.

Coming back to the point I made about the truck/warehouse;
rather than Easy, Medium or Hard settings, I'd rather have
one difficulty, but lots of occassions where you can take
the easy way out. Naturally, taking responsibility for your
character's actions should come into it. For example, you
play a dirty harry type cop a police game and you torture a
criminal into revealing some information. Come the end of
the level, your boss gives you a bollocking as the criminal
is pressing charges against the police and/or the
prosecution's case has fallen through. As a result, you
don't get promoted or unlock a new weapon/vehicle. Perhaps
to complete the game 100% you need to play all the missions
and do them "by the book"? Resort to underhanded tricks too
often throughout the game and your boss has enough and kicks
you off the force; Game over. You could have a "warning" cut
scene where they say, "look anymore of your crap and you're
fired." You can re-earn the right to be a bit of a renegade
by doing a few missions by the book. The boss could convey
this by saying, "Look, the heat on you has died down. Do
whatever's neccessary to nail this perp."

As to "look, I can also do this to him, hur hur hur", I'd
say that says far more about the player and their level of
mental development than the programmers or gamers like me.
You'll get people who shoot innocents and dead bodies for 10
minutes without getting bored whatever sort of game it is.


 

offline Indeksical from Phobiazero Damage Control (United Kingdom) on 2006-04-23 05:25 [#01885295]
Points: 10671 Status: Regular | Show recordbag



the article was stupid. it started of saying that all we've
really seen of next-gen games is nice graphics and no
gameplay then goes on to talk about procedural animation as
if its anything other then a visual tool.

ceri - fully deformable terrain will never happen in a game
that has any kind of linear structure (except maybe RTSs).
it makes a linear game like RE4 impossible to write.

youre second post about steering wheels is an interesting
one. theres so many people out there that want this kind of
thing but in recent years peripherals have been hit (eyetoy)
and miss (that crazy two handed gyroscope controller that
lets you "really punch" the bad guys) so people are iffy
about investing a lot of money in them. developers also know
that somewhere like GAME (hiss boo) isnt going to stock a
massive thing like that.

your ideas about adaptive difficulty (one difficulty level
that changes depending on what the player does) have tried
to be implemented before and are a big talking point for
next-gen games. good things to come in that area.

punisher is wank.


 

offline QRDL from Poland on 2006-04-23 05:50 [#01885300]
Points: 2838 Status: Lurker | Followup to Ceri JC: #01885238



"Die by the Sword"? Now that was a hardcore game.


 

offline Ceri JC from Jefferson City (United States) on 2006-04-23 06:05 [#01885306]
Points: 23533 Status: Moderator | Followup to QRDL: #01885300 | Show recordbag



That's the monkey. :D

Indeksical: RE fully deformable terrain. I'd say it would
make the scripting harder; not impossible. Imagine in the
warehouse situation I was talking about, the only way it'd
really severely alter the course of the game storyline-wise
would be you may inadvertantly kill the person you're trying
to rescue, or the bad guy you're trying to catch. Either of
which a branching storyline (nothing new) with a bit of
imagination could cover up. You could also, for example,
make the "key character" be in a basement, that even if you
levelled the whole building, would still be accessible.

RE Peripherals; my whole point is that no one really wants
gimmicks like eye toy, but they do want something that can
be used for several years, on many different games. Driving
games are one of the most popular sorts of games for the
20-30 bracket (who would be the ones most likely to fork out
£300 for a decent steering wheel) and also the sort of game
that would most benefit from it. We've hit a plateaux of
realism of handling with car and bike games. You can add
better graphics, more vehicles and real world locales, but
it's not going to get significantly better till we sort the
UI. Dual analogue sticks on a pad is about as good as we'll
get with pads. You need a proper steering wheel and gear
stick to advance the level of realism any more.


 


Messageboard index