Bioware and Molyneux at GDC 2005
Alice's Wonderland blog has more coverage of the Game Developer's Conference this week. "Storytelling Across Genres: Bioware's Perspective" covers the way in which Bioware concocts the RPG magic they're so well known for. Next Generation Game Design details a talk by Peter Molyneux about where Lionhead and he are going to be taking games in the future. From the post: "Possibly a right proper experiment this, and kudos to Peter and Ron for having the guts to try it: at this stage it looks like it could go either way, and creating a whole new genre (Real Time Strategic Gods and Morals Sim?) is always going to be risky. I very much look forward to the result. "
340.000 words in Jade Empire? That's getting close of the Lord of the Rings books. Wow.
When Black and White came out, it wasn't an entirely new genre - we're all used to god games from games like populous, but it did a lot of cool things. The graphics handling at the time was "Wow!" stuff, being able to zoom from overview of the world to looking at the face of one of your minions in seconds of smooth rolling. It presented a good duality of storyline quests and side-quests; it was girlfriend-friendly, and it introduced gestures. Ok, gestures didn't get very far, but they were an interesting idea at least. But lionhead also took part in worms 3d - oh so playable! More black and white stuff came out. Fable was also massively commended (yes, if you rush through it you can complete it fast. But it's a good game nonetheless.) So, with the stuff they've produced so far, I'm looking forward to seeing and playing whatever they come up with next.
Browsing with +2 to insightful posts and a higher threshold makes the average post seen seem a lot more ingenious
and destory the world....
- http://www.milkme.co.uk
Dungeon Keeper was good for a few laughs. Until you realized all the missions were slightly modified carbon copies.
Black & White had you go "wow" for half an hour or so, until you were overcome by sheer boredom.
Fable takes the cake at potentially the worst CRPG ever. The whole good/bad thing is neat, but hardly factors into the mechanics of the game. Idem for the whole buy-a-house-get-a-spouse thing. That annoying voice that's always telling you to get your multiplier even higher and whatnot completely demolishes any immersion you might have by pounding the fourth wall with all its might. And last but not least, it's not fun to play.
Peter Molyneux might excel at coming up with innovative ideas to base a game on, but his execution is extremely flawed.
He is dead good at spinning the hype machine though.
Pathman, Free (as in GPL) 3D Pac Man
Its pretty clear: hyper realistic graphics, physics based gameplay, and AI thats actually inteligent.
Everything else is just going to be variations on that formula. RTS Morality Games are no different.
...and creating a whole new genre (Real Time Strategic Gods and Morals Sim?)... Peter Molyneux is great and all, but is "Real Time Strategic Gods and Morals Sim" really an entirely new genre? I mean come off it. It's just an RTS with a different take on your goals and how you accomplish them. A more accurate term might be "sub-genre."
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This isn't the sig you're looking for. Move along.
> I very much look forward to the result. "
i would look forward to it too if Mo didn't have an amazing track record of promising and hyping new concepts and ideas but completely and utterly failing on delivering on them.
Fable, Blank and White, Flying fricking carpet etc show that Molyneux can talk a lot of cool ideas but none of them are developable.
I very much look forward to the result.
It will be the most realistic game ever. All of your actions will have a consequence with everything you encounter...story arcs will be so vast you can't even fathom them. The amount of detail will be rediculous.
5 years later
Game comes out. You play for 3 hours. Your character looks evil. You put the game away and never play again.
The first article has a "hub and pinch points" that the author notes "I have no idea what that means". Assuming that this wasn't sarcasm, a hub is a recurring place you return to often. In an RPG, you may get quest A, B, and C and need to return to the hub after completing each one for the reward. A pinch point is a place you need to go to in order to progress with the main quest. A recent and extreme "pinch point" I've experienced is in the last Guild Wars beta. You start in the city of Old Ascalon before the Charr attack. At some point, you enter the acadamy and the Charr attack, devastating the kingdom and moving you into the Ruins of Ascalon. It is a pinch point - it progresses the story but limits or removes the amount of backtracking you can do. Fallout 2 is probably the classic example of pinch points - you have several places you have to go (Navarre base, dock platform, ship), and ultimately, the game could probably be completed in a few hours (I've seen a walkthrough that shows how to complete the game in 4 hours or less by going to Navarre in the first 5 minutes of the game rather than about 20 hours in), but there's a lot of stuff you'll miss in-between and you'd miss out on many allies and chances to advance your character along the way.