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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."

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  1. Just copy FEAR. That is all the innovation I want by SmallFurryCreature · · Score: 5, Insightful
    Just for once I would like to see game companies not so much innovate as just take the best bits out of games that game before and not constantly de-evolve.

    So from now on every single player FPS game will have the following:

    • Quicksave, at any point unrestricted. If you feel they ruin the challenge, don't use them.
    • Grenades are not a selecteable weapon instead can be thrown with main weapon equipped like Halo/Fear.
    • NO close combat fast moving enemy takes more then 1 clip of ammo to kill. Especially melee. (Am I the only one who hates having to reload/switch with some ankle biter gnawing you?
    • No ankle biters. I want my enemies human sized. Head crabs are out.
    • No random spawns behind me when I walk into the pool of light to get an ammo resupply EVERY GODDAMN FUCKING TIME (Doom3 I am talking to you.)
    • No Ammo grab. You know it you hate it, the moment you cleared a difficult room of baddies you have to visit their twisting corpses to grab half a clip of ammo from each so you can kill the next batch. Is every video game secret army short on funds or something? Brothers in Arms and Vietcong showed how it can be done differently.
    • Give me some backup. Yeah yeah, I am the lone soldier hero who saves the day but just at 1 or 2 points in the game make it less bloody obvious that today's game all focus on graphics and not on AI. Brothers in Arms, Vietcong and Call of Duty showed the way.
    • No more trash talking bosses, co-workers without the option to beat them up. I am for one sick and tired of being the rooky who has to prove himself. Can a real writer please come up with a more original setting then your are the newbie but somehow have to do all the critical missions without any help?

    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.