Renzatic on 5/8/2007 at 20:36
Just look at Quake Wars for an example of what Rage can do. I think it can have environments as large as 12x12 square kilometers, and it's using an older, more primitive version of the same tech.
As for the rest, I'm of a split opinion. On one hand, it's great that these new engines directly support the big 3D editors. It allows you to make much more complicated architecture that much more easily and import it into the game without any hassles. But the lifeblood of these games, specially your average Id title, is the modding community. Without a cheap way for someone to get into the game and make a level, you're gonna see much, much smaller mod scenes that'll probably die out relatively quickly. To me, that'd be a huge shame.
Edit: Speaking of QW, I just got in the beta and am grabbing it as we speak. :D
henke on 6/8/2007 at 09:40
Quote Posted by Renzatic
Without a cheap way for someone to get into the game and make a level, you're gonna see much, much smaller mod scenes that'll probably die out relatively quickly.
The way you're talking you'd think that noone in the modding community knows of ways to get expensive software without paying for it.
Chimpy Chompy on 6/8/2007 at 10:11
Quote Posted by Keeper_Andrus
They also put all of id's old games on steam...Hexen2 here i come...
This is good news. Does anyone know if the various shiny-looking source ports of the doom and quake engines will work these steam-versions?
SubJeff on 8/8/2007 at 08:16
Looks nice. But:
"After the Earth is mostly destroyed by a comet and civilization is trying to rebuild itself, and in this time the lines between good and evil and right and wrong are kind of blurry. You play an outsider. You play someone that’s kind of a Buck Rogers guy, but not from space. It’s got a Road Warrior feel to it, and there’s the settlers and those people that are trying to rebuild society and then there’s this evil regime – it’s a very classic story. You work alongside the resistance and settlers to rage against the regime. "
What the cheese? Classic story? Rip-off of everything you can get your hands on you mean. Plot will be utter turd, gameplay may be fun, and the MP CO-OP idea they have looks pretty interesting.
Scots Taffer on 8/8/2007 at 09:06
Sometimes pastiches work very well, Max Payne for example.
addink on 8/8/2007 at 10:08
The quality of a story is only marginally dependent on the plot outline. What matters (to me) is the reason/login behind the characters and their actions. If that goes beyond "Hello, we are ze evil, becauze we do ze evil", in a believable manner, it might be even be good.
However, given id's track record, I suspect the story won't get that much emphasis during development.
On the other hand, id has never disappointed me, because I never really expected the story to surpass a simple action flick. Good simple fun is what they do well.
The_Raven on 8/8/2007 at 13:15
Quote:
Then, of course you have the classic id intense first-person combat as well. It has a fair amount of adventure elements - I hate to use the word adventure, because it sounds like Monkey Island. I don't want to use the term RPG, because then you think of WoW. It's non-linear, but it's mission driven...I will always err on the side of fun, action, arcadey against realism, because those pure racing simulators are awesome but it's not something that I like to play, because I don't have the patience for it. I want to drive around, blow sh** up, run stuff over and have a good time. That's what I want to do with Rage.
It's an iD game alright.
The engine tools look great. If it end up being a completely centralized studio system, it might actually improve mod workflow.
As a side note, even though the thread has moved beyond it, the comments by John Carmark, Robin Walker, and Gabe Newell, as retarded as they are, do actually have a point. Trick is to give a game where people will be thrilled on a base level, but also allows each player to have a unique experience without doubling your workload. I remember, years ago, how cool it was to have a helicopter land near/on me in the original Half-Life. I had even seen that before, and didn't really know it could happen. If that would happen everytime, then the game would be no more exciting on repeated playthroughs than your usual theme park ride.
june gloom on 8/8/2007 at 16:45
i'm not sure they make any sort of valid point at all. what newell is trying to do, for example, is justify why the half-life games are extremely linear by saying "exploration is stupid, you're wasting money if you allow it, it'd never work, deus ex was stupid because of it." robin walker was justifying why the half-life games are extremely scripted: "scripting is great, let's kill any sense of replay value by making the same thing happen every goddamn time." (bolded for emphasis.) and lastly, carmack... well carmack's just a fucking hader hardware. i'm not even going to dignify his statement, it's just so fucking retarded and backwards, even for 1993.
Renzatic on 9/8/2007 at 00:48
Quote Posted by henke
The way you're talking you'd think that noone in the modding community knows of ways to get expensive software without paying for it.
Yeah, the whole warezing thing is the big third option here. You'd be surprised how many people don't go that route, though.