System Shock 2 Retrospect...and Possible Followup?
Starsmore writes: "Gamespot has a retrospective on the 1999 cult classic System Shock 2, which normally isn't that big of a deal on it's own, although it's a nice read for those interested in some of the stories behind the production of System Shock 2. The biggest draw is that tucked at the end of the article (and shown below for those that don't want to RTFA), is this: 'But why even look back at System Shock 2 at this point? Because Irrational has been, and it plans to make a related announcement this Friday (tomorrow). The studio has decided that it wishes to further what it started in System Shock 2--to work on games that promote "emergent" gameplay--open-ended exploration that offers many choices and combinations of options to players. You'll see what we mean tomorrow. Be sure to come back then.' " Could this possibly mean a sequel to the System Shock franchise? Update: 10/09 22:30 EDT by C : As many of you suspected, Irrational is in the process of developing BioShock , a "spiritual successor" to the System Shock games. Here's hoping they can distill much of what made games like System Shock and Thief so successful, yet succeed at their aim of building a game with truly emergent gameplay.
to work on games that promote "emergent" gameplay--open-ended exploration that offers many choices and combinations of options to players
There's a few out there if you look hard enough (Morrowind, for example), but most single player games just aren't very deep these days. Of course, to make a really open-ended game requires a LOT more testing, driving up the budget and especially the time to develop the game - and modern games already take a long time to develop. Most developers feel the extra effort isn't worth it in most cases, unfortunately.
The original System Shock is a classic - I absolutely loved that game. SS2 was even better, however its much more creepy to play if you turn off the in-game music and just have the sounds of the things moving around.
If they announce a sequel I'll be a happy man indeed.
I'll play TV while I wait it seems...
Deus Ex itself was butchered. They took out the RPG aspect of it, limited you on what you could carry, and took out the side quests...I was extremely dissapointed in it.
System Shock, along with the Thief series and the first Deus Ex, is pretty much one of my favorite games ever. There was just something amazing about the atmosphere, but even more, slowly piecing the plot together from the emails of now dead crewmembers was just amazing. There's a reason Doom III pretty much lifted it intact; it worked great in SS2.
If they decide to XBox it to the extreme like Deus Ex: Invisible War, count me out. Please let it be quality.
Jesus was all right but his disciples were thick and ordinary. -John Lennon
Is still Deus Ex (The original, the sequel blows )
Emergent gameplay: Check
Open Ended Exploration: Check
Many combinations of options: Check
Good plot (Espescially considering current world trends): Check
All it needs now is a graphics/ai overhaul and it will be perfect (Someone want to start a doom3 total conversion?)
"The United States has no right, no desire, and no intention to impose our form of government on anyone else." - Bush 05
Could this possibly mean a sequel to the System Shock franchise?
Could this possibly be another example of Slashdot's new habit of trolling for comments by adding rethorical questions?
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Oh yes. Yes. Absolutely, yes. Completely.
I didn't play SS2 when it first come out. I tried the original SS looking for a Doom-clone and it didn't satisfy me, so i never bothered to look into the sequel. Besides it didn't ran that well on my computer back then.
Years later, with much better hardware i stumbled into a site that praised SS2 from top to bottom as the most underrated game ever. For some reason it stuck on me, and some days later i had a discussion with a friend who unconditionally loves the game, so i decided to give it a shot. When i found it on a bargain bin it went home with me.
A week later, i was so hooked my studies suffered. The game is, to this day, still the most atmospheric game i've played, and it sucked me in completely. It's tensefull, and creepy, and the "damn-that-made-me-jump-off-my-seat" moments just keep coming one after another (damn monkeys!). Doom 3 captured much of that atmosphere - and borrowed quite a lot from SS2, in fact; but the game itself wasn't anyware as good. Doom 3 is a shooter with a few jumpy moments, SS2 it's a suspense horror movie translated to the PC.
I enjoyed it inmensly. Graphics are dated, (through functional) but the gameplay are story are excellent and the sound, even by today standarts, is top notch - so much, playing it with headphones it's a must. By all means, if you're reading this and haven't tried it, do so.
Anyway, SS2, through it didn't sell well back when released it's to this day one of the most cherished games of all time. Unless they manage to fuck it up completely, System Shock 3 would sell like hot bread. I know i'm not the only one that would buy it in a heartbeat. Damn, i would even buy the original SS2 if they ported it to the Doom 3 engine. Twice.
You could say the same thing about reading Moby Dick, seeing a production of Hamlet, or watching Friends instead of going out and interacting with real friends. We humans often find imitations of reality to be far more interesting than the real thing. Sometimes fiction is a lot more educational and emotionally satisfying than real life. The best books have characters who you care for just like a friend, and the best games have experiences that you can remember fondly even though they weren't real.
I was under the impression that "emergent" gameplay is what you get when the tools you have are sufficiently generic to allow solutions the designers never even considered. You make it sound like if you have three pre-designed solutions, that would be emergent gameplay, but I don't think that is the case.
A great example of emergent gameplay is the rocketjump. It wasn't intended to work that way, but people were using it to jump to places they weren't supposed to reach. Similarly, the mines you can use in both Half Life and Deus Ex to climb walls you aren't supposed to climb is a nice example.
I hope that in the future, physics engines will provide a great deal more emergent gameplay than we see today, if only because the designers will fail to see all the possibilities ;-)