Koki on 1/8/2007 at 12:54
Quote Posted by William Dojinn
Well the single player aspect of DS wasn't supposed to be what wowed you. It was an unabashed dungeon crawler in the vien of the diablo games.
Except even original Diablo was more advanced than DS. Not to mention the story, setting, and atmosphere were all vastly superior.
Swiss Mercenary on 1/8/2007 at 17:09
More advanced? Not really. More 'refined'? Maybe, despite the plethora of unfixed bugs. Just something about it that made it fun.
I think it's the tile-based movement, and the enemy AI. Different movement patterns meant that there would be more then holding down right-clicfk for 80% of the game.
EvaUnit02 on 24/3/2008 at 04:28
Are they making Tard Siege rather than Space Siege? Reading the (
http://www.eurogamer.net/article.php?article_id=87124&page=2) 2nd page of this preview doesn't inspire much confidence.
Extract:-
Quote:
Other aspects of the action RPG genre fall by the wayside like confetti as Taylor explains Space Siege to us.
The game eschews the concept of experience points in favour of the aforementioned cybernetic upgrades; Taylor dismisses the experience system as "old school".In fact, he dismisses a lot of things as being old school;
the original design, he says, called for many different types of parts to be pieced together to make cybernetic upgrades. This, too, was "old school", and the team decided that people don't want that level of detail to stand between them and the fun combat sections. Instead, the game now sports one generic resource, "parts".
Game Over screens, too, are "old school".
Instead, the game will sport regular health stations scattered throughout the levels, and when you die, you respawn at the last station you visited. Sound familiar? Taylor makes no bones about the similarity with Bioshock's Vita Chambers - a lot of Gas Powered's decisions, he says, were confirmed by Bioshock's popularity.
Space Siege looks great, with all the bells and whistles you'd expect from a high-budget modern game - but it's hard to escape the fact that there's something innately weird about listening to the man who made Supreme Commander lay into the old school, hardcore conventions of videogames.
Indeed, there's a feeling that Taylor has had something of a Road to Damascus experience - and Space Siege is the result.
He's open and honest about his belief that the hardcore market for games is diminishing, and believes that what consumers want now is a fun "interactive entertainment" experience, rather than a traditional "videogame".
It should no longer be an exercise in seeing how far into a game you can get before giving up in frustration, he argues; you should get to the end of the game, and enjoy the satisfaction and the closure of the ending. Developers, he says bluntly, have always underestimated the value to the consumer of actually finishing games.
The_Raven on 24/3/2008 at 05:05
While the first part didn't seem too bad, you can get rid of experience points as long as your game is designed correctly, the rest of it is just really sad. Is there some form of game developer meningitis that's making the rounds these days? Making a game that isn't overly frustrating is definitely a good thing; but if you're going to make a game that offers no challenge whatsoever, then what's the point? The really sad thing is that this is a PC-only game that is obviously being "consolized." What the hell happened to all the great idea people out there? I guess the indie/amateur game scene is probably the only one worth following these days.
Fafhrd on 24/3/2008 at 06:10
As expected, Bioshock's massive critical and commercial success has led to all of its worst design elements being adopted by the rest of the industry. It's Halo all over again.
Muzman on 24/3/2008 at 07:37
Lordy that is scary. And to think Bioshock was supposed to bridge the gap between the old Thief/Shock/LG style immersive sim and the FPS so as to pave the way for more in depth and complex stories and scenarios in mainstream gaming. If this keeps up there'll be an article in RPS on 'Ken Levine's Bridge on the rever Kwai moment' in about two or three years.
Koki on 24/3/2008 at 08:43
Taylor can only make RTSes.
Melan on 24/3/2008 at 10:45
It doesn't. When we could first read about Dungeon Siege, it sounded like a kinda neat RPG, but somewhere in the development process, Chris Taylor decided that none of those "complications" would be fun. The result was a linear, highly automated (and therefore not very interactive) small unit tactical game, without interesting tactical elements. The first few hours were entertaining enough for the scenery and powering up, but after the initial glow wore off, it was
so dull... :erg: I should have expected problems when in all previews, Chris talked enthusiastically about the party's pack mule and how cool that would be. :rolleyes:
So dumbing down a game is not new for him at all, except back then he didn't have the ideology of the gaming literati to provide him with theoretical support.
This game will suck.
Melan on 24/3/2008 at 10:48
From the article comments:
Quote:
Dungeon Siege.. I finished that game by putting on the auto-healing, the auto-casting-of-spells, the auto-steering and the auto-quest-solving. 10 hours later my computer cheered as the game was completed. I was asleep at the time.
So true. :laff: