I have a thread on this currently going on at rllmuk:
http://www.rllmukforum.com/index.php?showtopic=202307
Putting together material for an article.
Moderator: JC Denton
by icycalm » 14 Feb 2009 18:25
by Recap » 14 Feb 2009 18:55
by Worm » 14 Feb 2009 19:26
http://www.popularmechanics.com/technol ... 55750.html“I take these weapons, and look at what defines them, or what people think defines them,” Theiren explains. “For an Uzi, people think it fires lots of bullets, and it’s really inaccurate.” That, he knows, has nothing to do with reality—if anything, Uzis are considered some of the most reliable and accurate submachine guns around. But the 80s (and Miami Vice in particular) offered us the Uzi as a low-life villain’s weapon, spit-fire and out-of-control. “So I make it fire faster than it should. It’s about taking the personality of a weapon, and making it shine in the game,” Theiren says.
With 200 unique variables for each weapon, including the damage it inflicts at various ranges, how fast it reloads and when bullets tend to start dropping off, a gun in RSV2 could perform precisely like the real thing. “These consoles are so powerful, when you fire a bullet we could factor all of it in: windfall, range, everything about the history of that specific weapon, friction values for the barrel, how many times it’s been fired since it was last cleaned,” says Theiren. “We could make it as anally realistic as possible. But we’re not trying to make a live simulator.”
by Crazy Man » 15 Feb 2009 03:54
by Evo » 16 Feb 2009 03:48
by Crazy Man » 18 Feb 2009 10:17
Team Fortress went through multiple revisions, from a simple TF1 with Commander Class, to a Half Life Universe 7-Day War battlefield type game with civilian populations, to its current form. The reason for these changes? Valve were looking for something that customers, playtesters, gamers would find fun - it's the customer satisfaction model.
Guess what? Complexity and 'sophistication' didn't enter into it, because making something more complex for complexities sake isn't inherently more fun. Team Fortress 2 wouldn't have been better with more weapons, and vehicles, and twenty different gametypes, look how badly Unreal Tournament 3 did for that. Team Fortress 2 was designed around being a fun game.
by icycalm » 18 Feb 2009 10:29
by icycalm » 18 Feb 2009 10:33
by Evo » 19 Feb 2009 12:57
icycalm wrote:On that note, I would greatly appreciated it if either Evo or Crazy Man, or both together, worked on a UT3 review for me. You guys seem to know what you are talking about. Let's get these points across to a wider audience.
by Tain » 19 Feb 2009 17:01
Evo wrote:Unreal Tournament.
Specifically the changes between UT2003/2004 and UT3.
In UT3 some of these include making it impossible to zoom away from a vehicle because controllers do not have a mouse wheel, larger reticles with none of the customisation if reticles you used to have.
You can't throw weapons anymore.
[...]
There are less movement possibilities, rather decreasing the complexity of that part of the game. An example is the removal of dodge jumping which was hard to do, and was a pretty good advantage to those that could do it.
by JoshF » 13 Jul 2011 01:32
"Turn-based strategy games were no longer the hottest thing on planet Earth," Hartmann said. "But this is not just a commercial thing - strategy games are just not contemporary."
"I use the example of music artists. Look at someone old school like Ray Charles, if he would make music today it would still be Ray Charles but he would probably do it more in the style of Kanye West. Bringing Ray Charles back is all fine and good, but it just needs to move on, although the core essence will still be the same."
by icycalm » 14 Jul 2011 16:34
by icycalm » 14 Jul 2011 17:01