God of War, Counter-Strike, 360 Design at GDC
Some more great writeups of GDC events are now available. Gamasutra's coverage continues to be comprehensive, with articles on the localization of Counter-Strike, the development of God of War, and the a design postmortem on the Xbox 360. God of War: How the Left and Right Brain Learned to Love One Another discusses the ways the dev team balanced the needs of the artists, designers, and programmers to create a cohesive title. The Localization of Counter-Strike in Japan gives the reader some object lessons in what it's like to take western ideas and translate them to an eastern culture. Finally, Ophelea wrote to mention a GamersInfo.net story on the design of the Xbox 360. From this last article: "The user interface was one of the more difficult designs to accomplish. While the original Xbox had 250MB of space to utilize, the Xbox360 had only 4.5MB uncompressed or 1.5MB in total! Not only this, they expanded on the original Xbox's 45 screens and grew it ten fold to 450 screens! Several iterations were gone through with the end result being a combination of several of these schemes."
The characters are gritty, burly, and not particularly appealing - so Namco got an artist to anime them up a little, replacing sweaty gringos with guys in primary-colored spandex and PVC shoulderpads
...but I can live with it.
This isn't looking too good...
and hairy guys in fatigues and ski masks with antigravity-busted women in three square inches of purple nylon.
'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
Wow. In a game like CS where kills actually count for something (since you don't instantly respawn), the karma idea is pretty lame. Oh no, you shot someone from too far away. Don't ambush them as they approach their objective, either. And if you turn a corner and find a dope staring in the opposite direction, don't shoot him until he turns around or you step in front of him.
After all, killing him wouldn't be fair unless he knows you're about to do it and has a chance to kill you first.
If they'd fought WW2 by those principles, it would have been a SHORT war.
120 characters for a sig? That's bloody useless.