The Importance of New Ideas
Next Generation has up the first in a two-part article talking in-depth with members of the gaming industry about the importance of fresh ideas. Also discussed are the challenges of next-gen development costs and the impact of Hollywood/Intellectual Property on future titles. From the article: "Q: What role will original game concepts play in next generation development? A: (Todd Hollenshead) Technology is a gating factor to the experience of playing games. Whether it's visual quality or character interactions, you have to have the processing power to make more sophisticated and interesting entertainment. Certainly the next generation of consoles in the Xbox 360 and PS3 are far more powerful than their predecessors and that gives game developers broad options to do things we haven't been able to do before and provide experiences for players they haven't had before. For example, for our next generation Wolfenstein game, which uses the Xbox 360 as it's primary development platform, we are developing technology that will change the way people play First Person games by doing away with the whole concept of 'levels', which has been the primary progression mechanic every first person game has used."
So you want to get rid of levels. Well, we can make one big world, and only load the part immediately around you. When you get close to the edge, we load the next part in the background. To stop you from going where we don't want you to go, we can put giant walls/buildings to keep you in one area until you finish it. We can call these areas "levels".
No reason they couldn't do this on current hardware- just noone has chosen to. Not a big change.
I still have more fans than freaks. WTF is wrong with you people?
we are developing technology that will change the way people play First Person games by doing away with the whole concept of 'levels'
Guess they have never played Metroid Prime or Metroid Prime: Echos. This is not a new idea and has been around for many years.
which has been the primary progression mechanic every first person game has used.
Maybe this is true for every first person that they have played, but certainly not every first person game in existance (see example above).
Things you think are in the Constitution, but are not.
So from now on every single player FPS game will have the following:
FEAR was short and the story not exactly original BUT it was beautifully executed. It simply incoorperated a lot of good design decission. The only baddie I found was that you still were alone and badly equipped. I would at least to have liked to see a couple of mission starts and ends with some real backup and not just story plot cannon-fodder. I could also have done with a better supply of ammo so I would not have to loot every damn corpse. Oh and the "hidden" health/slow-mo boosts were lame as well. Can you make it any more obvious I am playing a game then having power-ups lying around in sewers?
I find it amazing to see wolfenstein and the word innovation linked however. Sure they were the first but the last wolfenstein to me was an extreme case of mediocore FPS design. Oh well, the punters loved it so who am I to critize.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.