10-29-2005, 11:09 AM | #41 |
Re: Quest for Perfectionism
"That would be...uhm insane interactivity"
Well isn't that exactly what they have promised us ? |
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10-29-2005, 11:14 AM | #42 | |
Re: Quest for Perfectionism
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10-29-2005, 11:16 AM | #43 |
Re: Quest for Perfectionism
Why do you say that ?
Duke3D was perfect for me. I am expecting DNF to be better than it, heck MUCH better, but not "demanding" it. I am not even demanding it to be just as good. |
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10-29-2005, 11:16 AM | #44 | |
Re: Quest for Perfectionism
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Letīs hope such things wonīt happen only 1 or 2 times in the game, the overall quality should be the same in every level, thatīs something many devs canīt provide us |
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10-29-2005, 11:18 AM | #45 | |
Re: Quest for Perfectionism
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10-29-2005, 11:18 AM | #46 |
Re: Quest for Perfectionism
Yep and when mentioning and example of a prop in the game, he mentioned a microwave.
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10-29-2005, 11:42 AM | #47 | |
Re: Quest for Perfectionism
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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10-29-2005, 12:50 PM | #48 |
Re: Quest for Perfectionism
I think the problem's up to now have been caused by some incompetent management on 3drealms' part, though I think they are only just beginning to rectify that now.
I don't think there's a quest for perfection, they just want to make a great action game, and that's all I'm expecting. |
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10-29-2005, 12:52 PM | #49 |
Re: Quest for Perfectionism
Nope you are wrong their problem was that they had too few people on the team and thefore couldn't get tech finished, that was rectified in 2002.
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10-29-2005, 01:17 PM | #50 | |
Re: Quest for Perfectionism
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10-29-2005, 01:29 PM | #51 |
Re: Quest for Perfectionism
I don't thinks so when DNF started development teams where MUCH smaller, sure the team was small when they started but doubt they where much smaller than other teams at the time.
There was no reason BACK then to think that they needed more people on the team, another thing that did wrong which also seemed like a good idea at the time was to license an engine instaed of write one from scratch. With as high ambitions as 3D Realms have it doesn't really make sense to license an engine, but at that time it DID seem to make sense. I don't think anyone else could have avoided those things back then. The change to the Unreal Engine also made sense considering how little progress they had made when they made that decision. Also they genuinely believed that they could keep much of what little content they had made when they switched engines that didn't turn out as expected. Another thing was that they game suffered from much the same thing as HL2, in that the engine was in constant flux, read this. |
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10-29-2005, 01:32 PM | #52 |
Re: Quest for Perfectionism
Where does it say that Half-Life 2's engine was in a constant state of flux?
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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10-29-2005, 01:36 PM | #53 | ||
Re: Quest for Perfectionism
I think you are misunderstanding me, I am saying that becuase DNF's engine was in a constant state of flux 3D Realms encoutered some of the same problem that Valve did. I am not saying that Source was in a constant state of flux.
Here is a quote to demonstrate what I am talking about: Quote:
Another similarity is found in this quote: Quote:
There was ofcourse also the scrapped demo reel from 2002. Btw, there is also a similarity to the development of Half-Life: "In a way, the failed proof-of-concept reel mirrored another failure in Valve's past. In the fall of 1997, Newell played through an early version of Half-Life, only to realize that the game wasn't any fun to play. So Valve scrapped the game and almost completely redesigned it in 12 months" That last part also supports my point that game development was MUCH different when development started on DNF. |
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10-29-2005, 10:53 PM | #54 | |
Re: Quest for Perfectionism
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George, confirmation requested. Do tell us, please?
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"Remember kids, if it's fun there's a good chance it's illegal!" |
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10-31-2005, 01:47 AM | #55 |
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Re: Quest for Perfectionism
Most game developers (and I assume 3DR as well) strife for perfectionism in their games, no one will every achieve it but I think that 3DR will come very close is terms of gameplay. Just as long as they keep their target audience the same during development.
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10-31-2005, 05:18 AM | #56 |
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Re: Quest for Perfectionism
I hope there are lot of scripted sequences so the environments seems alive. (like in HL2: you were battling the striders but at the same time lots of scripted sequences showed rebels fighting in the distance etc, or also firing a rocket at the strider, and in call of duty there are constantly scripted sequences everywhere to make it seem you're in a battle)
I want that too for city levels. yes, Duke is the one saving the world, but that doesn't mean he's the only one fighting, the others are trying I don't like the feeling of fighting aliens alone in a huge city like vegas. I want scripted sequenced god damn it , they make levels perfect for me (think of stalingrad for call of duty, you don't fight a single guy there, but the level was perfect ) judging from George making the "scripted sequences" thread, I guess that feature will be in, of having the feeling you're not alone fighting it depends on the setting though. in quake, it fits that you are alone. in the mines levels of DNF, it fits as well. but not in las vegas |
10-31-2005, 05:21 AM | #57 |
Re: Quest for Perfectionism
I wouldnīt worry about that...but I would worry about overused scripting sequences, HL2 did a good job because big events donīt happened every 10 seconds
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10-31-2005, 05:57 AM | #58 |
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Re: Quest for Perfectionism
As long as Duke is in the lead, I don't mind.
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10-31-2005, 06:02 AM | #59 | |
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10-31-2005, 06:24 AM | #60 | ||
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10-31-2005, 06:27 AM | #61 | |||
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Re: Quest for Perfectionism
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11-20-2005, 10:27 AM | #62 |
Re: Quest for Perfectionism
I've been thinking about the hype/perfectionism thing for a while now.
On one hand, I think the game could actually live up to (most) of the hype, and be worth the wait. HL2 pretty much lived up to the hype. So it is possible. On the other hand, duke has more hype. It'll never live up to everyone's expectations, since everyone is expecting something different, and unfortunately the world is full of people who live to give out about everything. In my case, I'm looking forward to it because at this stage, as long as its duke, on Ue2.5, even if it sucks, there will be thousands of mappers and modders out there ready to jump all over it and produce more content. That said, I think it'll rock. Too many games these days are rushed (Boiling Point is a great example - its just a f**king beta in a box) and any company thats committed to spending more than a decade developing a single title, and starting over several times, gets my vote. How often you think EA delays a game to make it as good as it can be?
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