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John Romero On Reinventing the Shooter

An anonymous reader writes: John Romero helped bring us Doom, Quake, and Wolfenstein, but he's also known for Daikatana — an immensely-hyped followup that flopped hard. After remaining on the periphery of game development since then, Romero announced last month that he's coming back to the FPS genre with a new game in development. Today, he spoke with Develop Magazine about his thoughts on the future of shooters. Many players worry that the genre is stagnant, but Romero disagrees that this has to be the case. "Shooters have so many places to go, but people just copy the same thing over and over because they're afraid to try something new. We've barely scratched the surface."

He also thinks the technology underpinning games matters less than ever. Romero says high poly counts and new shaders are a distraction from what's important: good game design. "Look at Minecraft – it's unbelievable that it was made by one person, right? And it shows there's plenty of room for something that will innovate and change the whole industry. If some brilliant designers take the lessons of Minecraft, take the idea of creation and playing with an environment, and try to work out what the next version of that is, and then if other people start refining that, it'll take Minecraft to an area where it will become a real genre, the creation game genre."

162 of 266 comments (clear)

  1. Cannot Read Without Racial Stereotype Sidekick by Anonymous Coward · · Score: 2, Funny

    Sorry, I cannot read TFA without my trusty sidekick superfly

    1. Re:Cannot Read Without Racial Stereotype Sidekick by Stormwatch · · Score: 1
    2. Re:Cannot Read Without Racial Stereotype Sidekick by SuiteSisterMary · · Score: 1
      --
      Vintage computer games and RPG books available. Email me if you're interested.
  2. He's never going to live it down by Wonko+the+Sane · · Score: 3, Insightful
    1. Re:He's never going to live it down by Daniel+Hoffmann · · Score: 1

      Mandatory penny-arcade?

    2. Re:He's never going to live it down by netsavior · · Score: 1

      they were young, and needed the money

  3. Re: Talk is cheap. by Anonymous Coward · · Score: 2, Insightful

    I don't know, pretty much every modern FPS is based on ideas thought up by this guy. I'm willing to give him a pass even on that last gigantic swing and miss.

    Rob, Top five gaming crimes perpetuated by John Romero in the '00s. Go. Sub-question: is it in fact unfair to criticize a formerly great artist for his latter day sins, is it better to burn out or fade away?

  4. John Romero's BFGcraft by FutureRobertOverlord · · Score: 1

    So he's going to take a decade to make a version of Guncraft his bitch? This sounds like comedy gold waiting to happen.

  5. Re:Reinvent this, reinvent that. It's all still sh by digsbo · · Score: 1

    But how do you know you're not in a local maximum? Not everybody can be Miles Davis and know exactly when something new is working, and be commercially successful at it. Hell, Miles Davis is probably the only person who ever did that in a low-probability field.

  6. LEAVE JOHN ALONE! by Anonymous Coward · · Score: 1

    I'm probably preaching to the choir but this week's Zero Punctuation was all about Romero and doesn't paint him in the same positive light as TFA.

  7. I am more interested in reinventing of John Romero by sinij · · Score: 1

    I am more interested in reinventing of John Romero, the old one only good as a bait for the inevitable flamewars. I am sure we can add more features.

  8. Re: Talk is cheap. by binarylarry · · Score: 1

    You must not have played many FPS games.

    --
    Mod me down, my New Earth Global Warmingist friends!
  9. He's right by gman003 · · Score: 4, Interesting

    I've got ideas for plenty of shooters that do things differently. Two have actually made it to playable prototypes, and confirmed that yes, the ideas are fun. I'd describe them, but I'm in talks to produce them so I'll keep my mouth shut for now. All the marketers think we want are "realistic" modern arena shooters, "realistic" modern open-map shooters, "old-school" twitch shooters, or maybe an occasional squad-level tactical shooter. In other words, a CoD clone, a Battefield clone, a Q3/UT clone, or a R6 clone. That's it. That's 90% of the industry, just remaking the same three games over and over with different settings or skins or variations on the same fucking theme. It's really quite infuriating, since half of them aren't even *good* clones.

    1. Re:He's right by Jack+Griffin · · Score: 1

      As a customer, with children, I'd like to at least see a non-violent option, even if it is a parental control switch that changes guns to paintball guns or laser tag or something. There must be some concept that involves the same skills as an FPS, but without the murder and super high end graphics that people want?

    2. Re:He's right by Anonymous Coward · · Score: 1

      You might be interested in Splatoon. It's a multiplayer third person shooter currently in development for the Wii-U by Nintendo. The E3 trailer and follow up gameplay demonstrations made it look like a lot of fun. http://youtu.be/8L54s2m1dPs

    3. Re:He's right by Jupix · · Score: 1

      To be fair, it's not quite so dire. There are plenty of shooters that do things differently. Shooters with RPG elements, shooters with stealth elements, shooters with puzzle elements... To ignore those is unfair because your ideas will probably fall into the same category - shooters with a twist (or many twists) to make them a little different than (most of) the shooters that came before.

      My favourite shooters over the last few years have been "shooters with a twist". I've still got a backlog of them. There are more coming out all the time, just some are more polished than others, and some fit my tastes better than others. In fact, taking everything into account, I honestly think now is the most exciting time period ever to be a gamer. Powerful gaming hardware readily available, really deep games being made and being successful, big companies taking gaming very seriously, VR finally maturing, DRM as an annoyance has been reduced in a major way since the 2000s, indies are blossoming, PC games are really cheap really fast after release... the list goes on.

      90% of any industry is crap, especially in the software industry. It's so easy to make a buck selling promises in the software industry - games included - that a lot of companies do it.

      I would be more worried about console hardware limitations, ridiculous budgets and the fact that a lot of shooters have super-dark or gross worldbuilding lately. It's bad enough that the real world is not doing great, now suddenly games have to have grim stories and apocalyptic worlds too. Also, gaming as a hobby is just as uncool as ever.

    4. Re:He's right by gstoddart · · Score: 1

      There must be some concept that involves the same skills as an FPS, but without the murder and super high end graphics that people want?

      Duck hunt or a carnival shooter maybe.

      But, really, there is little overlap between what you want for your children and what the people who play shooters want.

      I think a game like you describe would be lame for people who play shooters, and not really remove the stuff you want except to mask them in paintball.

      Kind of like trying to make a zombie movie without people getting eaten ... it might be a novelty, but it's not going to appeal to many people.

      --
      Lost at C:>. Found at C.
    5. Re:He's right by Jack+Griffin · · Score: 1

      You're just not using your imagination. Sure it won't appeal to the Michael Bay market, but Wes Anderson makes profitable movies too. As I commented in another reply, a game that involves competing for finding and collecting some sort of resource (Sonic style coin collecting, with 'weapons' being shrink ray, freeze rays, blinding rays etc could easily come up with a formula that is fun and gets the same feel of mayhem without the murder.

    6. Re:He's right by Daniel+Hoffmann · · Score: 1

      Don't forget Virtua Cop (fixed movement light-gun action.) I miss Virtua Cop and its clones. When VR becomes more mainstream I expect to see more of this kind of game.

    7. Re:He's right by gstoddart · · Score: 1

      You're just not using your imagination.

      Or, I've seen games which try to span multiple segments and fail miserably and am skeptical you could make it successful.

      Sure it won't appeal to the Michael Bay market, but Wes Anderson makes profitable movies too.

      Well, given that I had to google who he is, my point about it being a much smaller market seems to stand.

      a game that involves competing for finding and collecting some sort of resource (Sonic style coin collecting, with 'weapons' being shrink ray, freeze rays, blinding rays etc could easily come up with a formula that is fun and gets the same feel of mayhem without the murder.

      So, Mario Kart then, but with running and silly weapons? Sure, maybe.

      But it's either going to have to be an offline game, in which case you play against dumb AIs or in some form of split screen ... or if it's going to be an MMO, the parents won't want their kids playing online, or the people who play MMOs won't be interested. (Or someone will just hang around and grief the kiddies all day.)

      I'm not saying nobody could create such a game. I'm not saying nobody would play it.

      What I am saying is that it's not going to appeal to the core shooter market, is going to have to be dumbed down for children (or people like me who don't play shooters), and is going to appeal to a much smaller segment of the market.

      You really think you're going to get recurring subscription fees for a game targeted at 8 year old kids?

      So you still need to make the game mechanics work, and the economics of the title viable.

      And I think that is a much bigger challenge.

      I don't think it's impossible, I do think it's unlikely the kind of game you describe would be a broad success -- in which case companies will just say to heck with it and focus on existing shooters, because they know those sell.

      --
      Lost at C:>. Found at C.
    8. Re:He's right by Kelbear · · Score: 1

      Take a look at Plants vs. Zombies: Garden Warfare. Class-based arena shooter, but just mild semi-cute cartoon violence.

    9. Re:He's right by Kelbear · · Score: 1

      Try Mirror's edge too, very minimal violence. Arguably, if the player needs violence it means they've failed to play the game as intended.

    10. Re:He's right by ultranova · · Score: 1

      There must be some concept that involves the same skills as an FPS, but without the murder and super high end graphics that people want?

      Photography? Recording a film set is called "shooting" for a reason.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    11. Re:He's right by Jack+Griffin · · Score: 1

      Your definition of success is clearly different from mine, not every business need profits of hundreds of million of dollars to be successful. And I'm not pretending it will be as successful as Call of Duty. But there is a market for it, just enough for someone somewhere to make some money. Maybe not enough to retire but since when should that be the only motivation for creating a computer game?

  10. Geez, he still has a point by BlackHeron717 · · Score: 4, Interesting

    While I totally agree that Romero was an abject failure, his point still rings true. The need to obtain venture capital to launch a decent game has created an atmosphere stagnation in the genre, and dare I say, the field of game development as a whole. The requirement to produce results has superseded the game designers ability to implement new and interesting game mechanics in my opinion. It would be awesome to see more games that take the genre to a new level, even if the main proponent is someone who has't innovated in years.

    1. Re:Geez, he still has a point by PopeRatzo · · Score: 4, Insightful

      The need to obtain venture capital to launch a decent game has created an atmosphere stagnation in the genre

      The need has always been there. What's lacking today is the desire to obtain venture capital. In an atmosphere of Kickstarter, which is maybe the worst thing to happen to gaming this decade, why the hell should anyone worry about convincing people to invest when you can get people to just give you the money you want, whether or not you actually build (or finish) a game.

      The phenomenon of "Early Access" games that never, ever make it to final release occurred simultaneously with Kickstarter, and not coincidentally.

      Nah, the requirement to get money to make a game has always been there. But today there are too many shortcuts. And it's everywhere in the corporate world. Why do the hard work of selling an idea to investors, hiring people, getting facilities up and running, etc etc? The goal for most of the corporate world today is obfuscate your income stream so well that people don't realize they're the product. Like google or Facebook. It's one reason you have so many people unemployed and underemployed. When there's so much money to be made by NOT providing a product or service to people who think they are your customers and hiding who your end-users really are, it makes sense that they'd go this route.

      The problem is this shows a deep hostility for your customers and/or users. And it's not sustainable.

      --
      You are welcome on my lawn.
    2. Re:Geez, he still has a point by pr100 · · Score: 1

      While I totally agree that Romero was an abject failure...

      Doom, Quake, Wolfenstien - "abject failure"? Please.

    3. Re:Geez, he still has a point by Xest · · Score: 4, Informative

      It's not really fair to paint Romero as a complete failure, he brought soul to id's games, their games were just hollow without him. The success of Wolfenstein, then Doom, then Quake can't be pinned on one person, it was the culmination of talent at id with John Carmack doing great work with graphics programming advances, people like American McGee producing great maps, Romero coming up with great storylines, and Paul Steed producing great models and so on.

      What Romero failed at was going it alone, he just didn't have what it took to manage a project and studio all by himself, that's where he failed. But credit where credit's due, he was responsible in no small part for breathing much of the life into id's games which is why without him, we just had these soulless graphics tech demos that id has produced ever since he left.

      This guy above all else knows what makes an FPS great, what he needs is a great team to take the whole business side of things off him and a great project leader that will give him the freedom to do most of what he wants, but the common sense to reign him in where he starts pushing the boat out just a bit too much in terms of what's practical in a reasonable timeframe and with finite resources. If he finds that, I don't see why he can't breathe life into a great FPS like he's done many times before the great Daikatana fuck up.

    4. Re:Geez, he still has a point by PopeRatzo · · Score: 1

      I mean, what the fuck. You don't need to go past Brian Fargo's account on why he eventually turned for Wasteland 2 to it because publishers at large refused to fund a game that requires an actual brain to play. Click the list of top funded games and you'll find genres that couldn't have happened elsewhere, for that same reason.

      To be fair, Wasteland 2 hasn't happened yet.

      The supporters of Kickstarter are always pointing to games that haven't been released yet as examples of its success.

      --
      You are welcome on my lawn.
    5. Re:Geez, he still has a point by neilo_1701D · · Score: 2

      But credit where credit's due, he was responsible in no small part for breathing much of the life into id's games which is why without him, we just had these soulless graphics tech demos that id has produced ever since he left.

      Quake 2 was the first post-Romero Id game, and I'd hardly call that soulless. But your point does stand; the book Masters of Doom paints a bleak picture of Id post Quake 2, which led to the storyless Quake 3.

    6. Re:Geez, he still has a point by Xest · · Score: 1

      I do agree Quake 2 was decent, but as you say it was ultimately the exception. I suspect though even this may be because Romero in part must've had some influence there - he didn't leave id until '96 and Quake 2 was released in 97.

      Ironically he left because of an argument between Carmack and him about the future of the company. The company hasn't done so well since Carmack got his way so as great of an enginer programmer Carmack is I'm still not convinced that he's a talented games developer, because he just never managed to get the game - i.e. the fun bit - right.

      I think therefore that both Carmack and Romero were in the wrong - Carmack couldn't make games without Romero, just tech demos, and Romero couldn't finish a project on time and budget without Carmack's forcing of focus.

      People forget that whilst Ion Storm failed under Romero and let that define Romero's career but it can hardly be argued that id has been a stellar success under Carmack - despite it's initial relatively massive wealth as a games studio from it's early successes it still ended up getting bought out by one of the smallest publishers in the industry (Zenimax).

    7. Re:Geez, he still has a point by blahplusplus · · Score: 1

      "The supporters of Kickstarter are always pointing to games that haven't been released yet as examples of its success."

      Faster than light. Shovel Knight and Shadowrun have been successful, the first Shadow run was rough but they more then made up for it with Dragonfall. Developers who've never made a game in a genre or been away from it for many years go through a learning curve as they relearn the ropes of making that certain type of game. So that is somewhat forgivable.

      Kickstarter has defintiely been abused but to say its a total loss is idiotic, I'm awaiting Retro

      Shovel knight

      https://www.kickstarter.com/pr...

      http://www.gog.com/game/shovel...

      Faster than light

      http://www.gog.com/game/faster...

      Shadowrun Dragonfall

      http://www.gog.com/game/shadow...

    8. Re:Geez, he still has a point by TangoMargarine · · Score: 1
      --
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    9. Re:Geez, he still has a point by PopeRatzo · · Score: 1

      Kickstarter works like every other investment capital. You have to sell your ideas to attract the money.

      Nope. In real investment capital, you're not selling "an idea", you're selling a return on investment based on the success of that idea.

      With Kickstarter, you're selling nothing. A purported idea, a slick trailer and a whore's promise.

      --
      You are welcome on my lawn.
    10. Re:Geez, he still has a point by PopeRatzo · · Score: 1

      Kickstarter has defintiely been abused but to say its a total loss is idiotic,

      You've pointed out three games. Do you know how many kickstarted game projects there are? Or how many of the ones where there really was any work done are in ever-lasting "Early Access"?

      --
      You are welcome on my lawn.
    11. Re:Geez, he still has a point by Altrag · · Score: 1

      Why would you think Kickstarter is bad for games? Even if 90% of the games on KS don't make it to fruition, we're still getting about 9.99% more than would have existed if we'd left it to traditional publishers, and a lot more variety among them than the typical ream of "FPS, racing, sports, the end" that's dominated the AAA market for so many years.

      Yes it certainly sucks to get burned by a KS that closes up no doubt about it.. but the worst that's going to do is sour people on the KS model and we'll be back to the traditional model anyway. People won't stop playing games over it. And in the meantime we do get a few good games in the world that wouldn't have been able to exist without KS (and yes, a bunch of crap ones cause Sturgeon's law but that happens under any model.)

    12. Re:Geez, he still has a point by Altrag · · Score: 1

      To be fair, that's what you're buying for most media.. you can't rely on the trailers to even be accurate (and frequently not the demos either) and its often hard to tell which critics are shilling and which are being honest. So unless its something you've seen/played before yourself you have a reasonably high chance of getting something you're not particularly interested in.

      I supposed AAA video games aren't too bad for that currently since they've just been reskinning the same half dozen games over and over for the past half decade :P.

    13. Re:Geez, he still has a point by PopeRatzo · · Score: 1

      Even if 90% of the games on KS don't make it to fruition, we're still getting about 9.99% more than would have existed if we'd left it to traditional publishers,

      Maybe. There's no way to know whether or not those games could have been made using actual venture capital.

      And if $9 of every $10 don't bear fruit in the form of an actual released game (I don't know the actual number) that doesn't sound like a very useful system. What it comes down to is Wimpy's famous vow, "I will gladly pay you Tuesday for a hamburger today." What's the matter with indie game devs that nobody trusts them to do what they say they'll do?

      --
      You are welcome on my lawn.
    14. Re:Geez, he still has a point by Altrag · · Score: 1

      Depends I guess on whether money or games are the bigger issue you to. If you look at it in terms of money then yes "losing" $9 out of every $10 seems pretty crappy.

      If you look at it in terms of games, seeing 100x more games being produced (or at least attempted) is amazing.

      Personally, I'm not so focused on money. I'll happily put a few bucks on a KS I believe in. As long as the developer makes a good faith effort to produce the game, I'm not going to knock them even if they fail. I'm well aware that its a gamble in a sense but I consider it to be a gamble on the person, not on the dollar value. I guess I'm still not too jaded to make that distinction.

      I mean I understand why people dislike the KS model. They want a guaranteed return on investment and KS is quite literally the opposite of that. But for those of us who understand what its about and understand the risks, its a great platform for supporting cool projects that probably wouldn't have been made otherwise, and almost certainly that you'd never have heard of even if they were.

      That said, it would be nice if KS could come up with some sort of accountability system. Say holding the money in escrow and releasing it in predetermined chunks based on the estimated project completion or something. I'm not sure how they'd decide that a project is DOA in order to refund or do something with the remainder of the escrow without a hell of a lot of manual intervention, but anything would be better than the zero accountability they currently provide.

    15. Re:Geez, he still has a point by Xest · · Score: 1

      In video games the storyline is more than just the intro sequence or cutscenes - I know that's easy to forget in many modern games. The storyline is played out by you the player, so the gameplay is part of the storyline experience- the weapons, the gameplay, the physics, the things you do and interact with are all part of that interactive storyline narrative.

    16. Re:Geez, he still has a point by PopeRatzo · · Score: 1

      That said, it would be nice if KS could come up with some sort of accountability system.

      We have such a system. It's called "venture capital".

      --
      You are welcome on my lawn.
    17. Re:Geez, he still has a point by the_arrow · · Score: 1

      To be fair, Wasteland 2 hasn't happened yet.

      To be fair, no it hasn't, we'll have to wait nine whole days more for it to happen properly.

      --
      / The Arrow
      "How lovely you are. So lovely in my straightjacket..." - Nny
    18. Re:Geez, he still has a point by Altrag · · Score: 1

      Not quite the same thing. VCs being a single (or at least very few) entities with a large portion of the investment behind them generally means they have a direct line to the project owners and can somewhat enforce accountability.

      In KS' case, no specific investor generally has that kind of leverage and thus there's currently no real accounting.

      KS themselves theoretically could have the leverage and that's what I'm suggesting. They just need to figure out a way to exercise it that would be viable when it needs to be applied to thousands of projects simultaneously (ie: it would almost certainly have to be automated with perhaps a manual intervention option for high-profile/high-dollar projects.)

  11. no by Charliemopps · · Score: 5, Interesting

    Look at Minecraft – it's unbelievable that it was made by one person, right?

    Wrong... the community created minecraft. All Notch did was let them do it. Shooters used to let you do that. Remember that? When we were allowed to make our own maps? I used to not even play the boxed game at all! I'd just go strait to the player made maps. Now you want so much control over the experience because you feel you need to monetize every damned pixel on the screen...

    Hell, if you want to monetize it... monetize the map editor tools...
    Want copy&paste? $5!
    Pre-fab German bunker? $1!
    Allow map makers that attract a lot of players to earn these tools based on visitors...
    Give the players up-votes that would give the map makers in-game currency to improve maps with.
    That would sell.

    1. Re: no by Khyber · · Score: 1

      "thousands of QA testers."

      HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA you mean beta testers, not QA testers.

      QA testers implies people got paid. Instead, people had to pay to play.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    2. Re:no by Nemyst · · Score: 4, Informative

      Not even necessary. Just do what Valve did: make all of the community created work sellable at the maker's choice on an official platform and take a cut from every transaction. The authors are happy because they get to profit from their work, the users are happy because there's a truckload of cosmetics, including some really rare and valuable ones that they can flaunt around, and obviously Valve is happy because they're basically making money by doing nothing. It's working stupidly well for them with Dota 2.

    3. Re: no by Anonymous Coward · · Score: 2, Informative

      Notch's Minecraft was inspired by Zach Barth's abandoned Infiniminer, but infiniminer was just one gameplay aspect of Dwarf Fortress extracted, purified, and switched to first person graphics. (worth noting that the predecessor to Dwarf Fortress was in fact first person 3d. It was even voxel-based.)

      And what was the inspiration for the mining and building in Dwarf Fortress? Roguelikes and sim games.

      There are no ideas that don't build on other ideas.

    4. Re:no by locopuyo · · Score: 2

      The new Unreal Tournament will be completely free (not free to play, actually legit free), but the community will be allowed to make maps, mods, and other content for it that they can give away for free or sell on the marketplace.

    5. Re:no by drinkypoo · · Score: 1

      Wrong... the community created minecraft. All Notch did was let them do it.

      Wrong. Notch didn't let them do it, he just didn't try to stop them. Minecraft had no hooks for moddability whatsoever until recently. Consequently you had problems with mods stepping on one another. It's not until 1.8 that Minecraft has switched to using namespaced block ids internally to prevent this.

      What's most amazing about Minecraft is that none of the technically-superior free alternatives won out. Probably if they actually supported the same data files there would be some actual competition. It's not necessary to have network interoperability, but one does need to be able to carry one's world files to another engine, not least to be able to use mc worldgens. Minecraft is literally the only thing I regularly run in Java. I could purge it from my Windows PC entirely if not for Minecraft.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  12. Obligatory... by Ecuador · · Score: 1

    Let me guess, he's gonna make us his bitch?

    --
    Violence is the last refuge of the incompetent. Polar Scope Align for iOS
  13. So? by XaXXon · · Score: 1, Interesting

    Why anyone cares what this guy has to say boggles my mind. He may have had a hand in some good games decades ago, but what have you done for me lately?

    Oh yeah, you took a steaming turd on my computer. Thanks.

    In other news, North Korea is the best Korea.

    1. Re:So? by Khyber · · Score: 2

      "Oh yeah, you took a steaming turd on my computer."

      I don't recall him having any part of Windows, Linux, or OSX development.

      MenuetOS Master Race. Making n00bs like you into bitches one install at a time.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  14. Female dog with a gun by tepples · · Score: 1

    A female canine player character might be an audience-alienating premise. Furry characters (as seen in Robin Hood and Star Fox) tend to be associated with E and E10+ ratings, while first person shooters tend toward M.

  15. Please let it be single-player by PopeRatzo · · Score: 4, Interesting

    I hope that whatever Romero is doing doesn't turn out to be Free-2-Play or co-op or with multiplayer focus.

    The beauty of his best games was that they were single-player, with some very fun multiplayer as a bonus. The current gaming industry mode seems to be co-op or multiplayer primarily with maybe a very short single-player campaign thrown in.

    I understand that this trend started primarily as a way to prevent some kid in Estonia from having a nickel in his pocket that didn't belong to the gaming industry, and I don't fault them because their nature is to be money-grubbing monsters who basically hate their customers. But somehow, the great single-player games managed to make a nice profit. Nice enough to finance a stinker like Daikatana.

    Oh, and there's a new meme going around the gaming industry and the domesticated, corrupt gaming press: The notion that someone current games are too long and give players too much to do. You'll hear phrases like "shorter, more focused game experiences" which basically means they can spend less on development (and let's face it, the gaming press is mostly made up of wannabe indie game devs). If they could figure out a way to sell a $59 game that lasted 45 minutes, they'd do it in a heartbeat. Yeah, it's going around. You're hearing about how "players don't want long games" and "gamers would rather have an intensely fun one hour game than a grindy 100 hour one", as if those were the only two choices. Of course, this ignores the wild success of games like Skyrim and even current ones like Divinity: Original Sin.

    Anybody who observes consumer culture knows where this is going. It's not a new concept. Give people smaller boxes of cereal for the same price as a large box and maybe they won't notice or care. Start with a subscription-only service which markets itself as "commercial free" and then start slipping in commercials, as if it were always inevitable (maybe it was).

    No, I'm pretty sure the big difference between the successful game publishers of today and the old-school types like Romero is that Romero actually seemed to like gaming and gamers. The level of cynicism in F2P, co-op, Day 1 DLC, etc etc is pretty shocking really when you step back and look at it. Until people start to understand the enormous power in their consumption choices, it will only get worse, and the industry is doing everything it can to make game customers feel helpless in the face of these inexorable industry changes. When in reality, they are anything but helpless.

    I hope consumers wake up at some point, but I won't hold my breath.

    --
    You are welcome on my lawn.
    1. Re:Please let it be single-player by Anonymous Coward · · Score: 1

      The sad thing is that Daikatana would be an extreme genre-changer if released today due to the cookie cutter canned format of what comes out now. Most modern games can't really be modded... just played, DLC downloaded, then tossed. It might be that some games will be unplayable in the future when the multiplayer network for them gets killed.

      The console is worse, just because the game makers have more control over it. Ten years from now, the latest Call of Duty -might- be playable. Provided one has the media, the account used to download it, a current sub with that account, and the exact console that the game is locked to. PC games, are a bit better, but with free license for game providers to run any code they wish and snoop anything on the machine they feel like, it might not be much better.

      The ongoing monetization is an issue as well. Started with cable and the fact that cable subscriptions got one ad-free television. Then ads snuck in, and paid TV just has as many as OTA TV.

      Of course, there is the multiplayer "experience". Hearing a chorus of 12 year olds repeat epithets found on /b/ constantly during a game gets old unless you can find a "serious" team to play with with actual adults.

      Yes, Romero may not be as popular as he once was... but who keeps popular? Richard Garriott comes up once in a while, but he isn't the gamer idol that he once was back with Origin was a viable company (and made actual IP.) I would say that if he/ID Software came up with a 3D shooter that was fully moddable, used DLC just for expansion packs (as opposed to new skins or weapons), and had the source code eventually get GPL-ed, it might be a hit. The competition has lots of cash, but they keep churning out the same warmed over stuff over and over.

      In a way, I hope for a video game crash similar to 1983. This may be the only way we might see actual creative gaming again, since the cool games are not going to come from the big names.

    2. Re:Please let it be single-player by Zarhan · · Score: 1

      In a way, I hope for a video game crash similar to 1983. This may be the only way we might see actual creative gaming again, since the cool games are not going to come from the big names.

      Are you nuts? The world of games is better and more interesting than it has been in *years*. All in one: Kickstarter. From about a period of 2003 to 2010, the only interesting games for me besides WoW were things like Civilization series. (Oh, and Half-Life 2).

      Now we have a *ton* of "indie"/kickstarter projects. Some are not yet ready, but just off the top of my head (yes, I've put money in all of them): Star Citizen, Shadowrun (and the DLC Dragonfall), Torment/Numenera, Shroud of Avatar, Elite Dangerous. And even the "AAA" stuff is better than in ages - Far Cry 3, Skyrim, Portal, and so on.

      Gaming seemed dead to me for almost a decade, the 2000-2010 were really dark ages, and I was thinking that maybe I've just "grown out" of games.Turned out that the problem was the games instead.

    3. Re:Please let it be single-player by PopeRatzo · · Score: 1

      Now we have a *ton* of "indie"/kickstarter projects.

      Which is a huge oxygen-sink for the industry. Games that never get made or never get finished. The eternal "Early Access" of the spotless mind.

      Kickstarter has been a disaster for gaming. The fact that you can only point to games that have not been released as its "successes" tells you everything you need to know about kickstarter.

      If you're an indie game dev, Kickstarter is wonderful because it means you really don't have to perform. I mean, think about it: people give you money and maybe you release a game. It's "having a job" for the unemployable generation.

      I will agree with you that AAA games have been good, but they also take an ugly, cynical approach to their customers. Give them as short a campaign, as little actual content as possible. The fact that you can point to three AAA games that are already years old shows where the industry is at. What's the last really great AAA title? How much value did that game actually give?

      --
      You are welcome on my lawn.
    4. Re:Please let it be single-player by Whorhay · · Score: 1

      Well Shadowrun has actually been fully released for a long while now, and Planetary Anihilation was just released I believe. I can't speak for PA as I haven't played it yet but Shadowrun's initial campaign was fun, and I have heard good things about the new campaign.

    5. Re:Please let it be single-player by Daniel+Hoffmann · · Score: 1

      "gamers would rather have an intensely fun one hour game than a grindy 100 hour one"
      This is absolutely true. I don't want a grindy 100 hour game.

      "players don't want long games"
      This is absolutely false, I want a long game that I enjoy all the way through.

      Just to give an example, I really enjoyed Far Cry 3, but I got bored of it after ~20 hours through, could not bring myself to finish the game. This left a sour taste in my mouth. After a while the gameplay just kept repeating itself, the gameplay itself was fun but there was not enough of it to pull through such a big game.

      Skyrim also suffered from this but not as bad, dungeon crawling in Skyrim was really formulaic. Still I could also not bring myself to play it to the end, got bored as well.

    6. Re:Please let it be single-player by tlhIngan · · Score: 1

      I hope that whatever Romero is doing doesn't turn out to be Free-2-Play or co-op or with multiplayer focus.

      The beauty of his best games was that they were single-player, with some very fun multiplayer as a bonus. The current gaming industry mode seems to be co-op or multiplayer primarily with maybe a very short single-player campaign thrown in.

      I understand that this trend started primarily as a way to prevent some kid in Estonia from having a nickel in his pocket that didn't belong to the gaming industry, and I don't fault them because their nature is to be money-grubbing monsters who basically hate their customers. But somehow, the great single-player games managed to make a nice profit. Nice enough to finance a stinker like Daikatana.

      Actually, multiplayer was EXTREMELY popular because it turns out people didn't really want single-player. It's been that way since DOOM was released in the early 90s. Remember the early builds that had a nasty habit of taking down office networks? Turns out a LOT of people wanted to play against other people, rather than bots. And it was extremely popular with people willing to schlep their desktop PCs, monitors and all the peripherals to other people's houses in order to do "LAN Parties". (And this was back in the CRT days, so hauling your 17" monitor was generally a big deal).

      This multiplayer aspect is what drove DOOM, Quake, etc sales, not the single player campaign. In fact, there's very few first-person-anythings that have (half-) decent single player mode (the Half Life, Halo and Portal franchises come to mind), because most players don't do the campaigns, ever, they just get it and hit "Go online".

      So since then, multiplayer competitive generally was the order of the day because tons of people played it.

      It was maybe a little under a decade ago that people started taking cooperative modes seriously - seeing that while a good majority of people play multiplayer only, there's a sizable chunk who do play the single player mode and rarely do the multiplayer, or at least do it a lot less than the core group.

      The vast majority of people you see who buy the latest shooter basically do it to play multiplayer. Be it against random people on the Internet, or with their friends

    7. Re:Please let it be single-player by geekoid · · Score: 1

      Do you want a long game all the way through or do you want a lot of small games tied together with a good story?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    8. Re:Please let it be single-player by PopeRatzo · · Score: 1

      Actually, multiplayer was EXTREMELY popular because it turns out people didn't really want single-player.

      Well, then it's good that they have lots to choose from. However, single-player campaigns are still EXTREMELY popular, evidenced by the popularity of single-player games like the new Wolfenstein. There are also some popular games with both single and multiplayer elements where the multiplayer sections are generally left alone by users. Like the blockbuster Bioshock franchise, Dishonored, etc. Just Cause and Just Cause 2 were big hits long before they multiplayer for Just Cause 2 came out. While it was played, there were never as many multiplayer users of Just Cause 2 as for the single-player. Also, the series of Assassin's Creed megahits. The multiplayer was so bad that the developers forced you to play as part of the single player campaign.

      Even given the large audiences for the COD and Counter-Strike multiplayer games, I don't think there are nearly as many players as the audience for single-player games.

      The vast majority of people you see who buy the latest shooter basically do it to play multiplayer.

      Again, Bioshock, Wolfenstein, Witcher, Splinter Cell, all the racing games, Watch Dogs, etc etc.

      I don't think you can say that the entire gaming market is all about multiplayer or even predominantly multiplayer. If you count all the games where the multiplayer is tagged on, there's a better argument that it's just about DRM more than giving the customer what he wants.

      --
      You are welcome on my lawn.
    9. Re:Please let it be single-player by Daniel+Hoffmann · · Score: 1

      I want good games, unnecessarily long games are not good. I lengthy good game has a special kind of magic of its own, you get more invested in it and when they finally end you feel proud. Not that short games are necessarily bad either, Portal is one of the best game ever made and it is pretty short.

      Although your idea of lots of small games tied together is not bad either, each game could have a different gameplay style while still keeping the "invested" feeling I mentioned before.

    10. Re:Please let it be single-player by PopeRatzo · · Score: 1

      Skyrim also suffered from this but not as bad, dungeon crawling in Skyrim was really formulaic.

      You realize you didn't have to play all those grindy dungeon crawling parts, right? You could have stuck to the main story and had a more "focused" experience. The point is, for the many many players who played Skyrim to 100% (and continue to play, and buy it, to this day), the game was a good value.

      The problem with the shrinking games to "make them more focused" is that it's got nothing to do with making games more focused, and everything to do with maximizing profits for an already profitable industry. There is clearly an effort underway to see exactly how little you can get a gamer to play full price for. This is why there are so few demos. They're hoping to get your money before your realize how bad (or short) the game is.

      --
      You are welcome on my lawn.
  16. Re: Talk is cheap. by Dahamma · · Score: 5, Insightful

    He's right, you're wrong. Wolfenstein, Doom, Quake. That's a career any developer would be envious of, and yes, those games clearly defined the FPS genre.

    Has he done anything lately? Not really. Has he had some big failures? Definitely. But he's still a better game developer than anyone posting on this article will ever be.

    That said, I'm not sure I'm going to go to him first as an expert on the future of the gaming industry...

  17. The best thing he's ever done was Stevie Case by SensitiveMale · · Score: 1

    everything else was lacking.

  18. Re:Reinvent this, reinvent that. It's all still sh by PopeRatzo · · Score: 2

    Look at all of the "rebooted" movie series.

    To be fair, the American reboot of "Old Boy" was pretty great, I thought.

    But generally, I agree.

    However, I don't mind one bit if a game company reuses assets from a successful game. I thought Saints Row IV was one of the best games to come out that year (in fact, it was my GOTY), even though it was the same location, the same character models, the same voice talent (with a few additions) and the same textures.

    Hey, I'm all for companies looking for ways to get it done cheaper and more efficiently, as long as the product gives real value for the price, which SRIV most certainly did, IMO.

    I guess it's not about "reboot or not reboot" so much as it is about, "Make your goddamn products worth their price for a change".

    --
    You are welcome on my lawn.
  19. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  20. Re:I can't leave without my buddy Superfly... by techno-vampire · · Score: 4, Informative

    You're probably too young to remember, but Redneck Rampage had mosquitoes as big as a man's head, and they could, given time, do enough damage to kill you.

    --
    Good, inexpensive web hosting
  21. John Romero sounds like my mom by Renozuken · · Score: 1

    "Just make the next Minecraft and you'll be rich" "all you have to do is be the next notch"

  22. Re:Reinvent this, reinvent that. It's all still sh by Khyber · · Score: 2

    " Maybe you should go back and use that and tell me if Firefox is any better than that version."

    Nope, because WWW didn't leak memory like a fucking sieve. Firefox 32? Just like every iteration before it, from XP to Win 7, is a straight up piece of swiss cheese when it comes to memory. I actually moved back to IE.

    "we might still be using that original version which was pretty crappy and difficult to use."

    Funny, having installed it in a Windows 3.1 VM and tested it out, it's nowhere near as bad as you think, assuming you have the brains and intuition to find stuff.

    "Thanks for playing."

    Oh please, you weren't even a player in the first place. You were just a pawn.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  23. Re:I can't leave without my buddy Superfly... by plopez · · Score: 1

    why not? it happens in real life....

    --
    putting the 'B' in LGBTQ+
  24. Re:Reinvent this, reinvent that. It's all still sh by flayzernax · · Score: 1

    Reinventions and creatively redesigning games and activities into a virtual space is like, the thing that made the big devs of the old studios of yor. I don't think people inspired to change paradigms are bad people to design.

    It's just a risky business model. But the results can be gr8. Most likely this guy can survive another failure and is more than happy to get the chance to take a risk on this next en devour they dream of.

    Honestly I don't know really where the hell FPS's can be taken... that they havn't at some point by a mod... but I guess someone could roll out an fps quite quickly by mashing up mod ideas and just using a stock engine.

  25. Xonotic by future+assassin · · Score: 2

    Wanna try something different check out the Hook and Minsta servers on Xonotic. Not my cup of tea but some super fast game play while you can fly around better than spider man.

    http://www.xonotic.org/

    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  26. Re:Reinvent this, reinvent that. It's all still sh by Compuser · · Score: 1

    I dunno. I kind of agree with him [shudder]. FPS is sorely missing new ideas and his link to Minecraft is the most promising observation in years. I have always said that I may not be the best shooter but I am a good designer. Give me the ability to design my own weapons in-game and I will win a lot. But we are not talking about mech type building. We are talking fine-grained physics with metalworking, advanced chemistry and other real world complexity. This level of gaming is still beyond what computers can do but minecraft-type building would be a great step in that direction. I really want to see a game where you spend a month building, testing and refining your designs and five minutes in the actual battle. I am sure Romero will find a way to screw up but he sure is talking a good vision.

  27. Sounds like Red Faction by elvesrus · · Score: 2

    "take the idea of creation and playing with an environment, and try to work out what the next version of that is, and then if other people start refining that"

    Red Faction: originally you could destroy terrain, in the newest you can rebuild some of it

  28. Re: Talk is cheap. by Dahamma · · Score: 4, Insightful

    I'm not sure I get your point. I was for the most part defending him and his career. But still, if he hasn't done anything notable in the industry in over a decade, there is good reason to question current relevancy of his opinions.

    Though if you want to talk those with higher batting averages - John Carmack is the Babe Ruth of the Game Developer Hall of Fame, but even his recent games have been fairly mediocre. How about Michael Morhaime? Ray Muzyka? Sid Meyer? Tim Schafer? Sam Houser? Jason Jones? Ken Levine? Mostly relevant for 15+ years with consistent hits the whole time.

    Romero did make at least one good point in his interview - it's not all about the technology. Good design, writing, understanding the customers/market, and adapting to that new market is just as important, and all of this I listed are still relevant because they focused on all of those things beyond the technology...

  29. I was with him until... by viperidaenz · · Score: 1

    he used the phrase "take the lessons of"

  30. Re:Please retire... by ozmanjusri · · Score: 4, Insightful

    Please retire

    Hell no!

    Romero is right. Good quality entertaining FPS have been thin on the ground lately.

    It's become a stagnant genre, and it's time we had an Doom/Duke Nukem/Unreal/Half-Life successor. Daikatana was a failure in a large part because the AI for both enemies and the NPC sidekick characters was crap and messed up the rest of the gameplay. The bad guys, Barney and Alyx etc in HL2 showed that's a solved problem now.

    In the words of the Duke, I say "Bring it on!".

    --
    "I've got more toys than Teruhisa Kitahara."
  31. AKA: Romero wanting to jump on the bandwagon by fleeped · · Score: 1

    Praising one-man work (Minecraft), then "if only some brilliant designers take the lessons from Minecraft" (aka like Romero, right?), then it would elevate the genre and the gaming scene etc etc.
    Hey Romero, people have already been creating/playing with the environment, if you want to "refine", better start working and stop talking, others are ahead in the game.

  32. Re: Talk is cheap. by Anonymous Coward · · Score: 1

    Portal 2?

  33. "Design is law" still gets you no cred by BitwizeGHC · · Score: 1

    Technology is essential to gaming, because without great code to back up your design (no matter how modest that design may be) your game will be glitchy, slow, or unplayable. In fact, Notch is a programmer first, designer second. The design of Minecraft (and many of his other games) seems to have evolved organically out of his programming experiments as well as the community.

    So technology is still a big deal in gaming. Stop trying to convince us you're still relevant, Romero, and go sling some code. No game, no weiner.

    --
    N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
  34. Re:That was the start by Dahamma · · Score: 4, Insightful

    Bullshit. You were probably 3 years old when it came out. For those of us who were into gaming at the time, it was revolutionary.

    It did convincing pseudo-3D before 3D was even remotely possible though some brilliant use of precompiled BSP trees and sectors. And it had stereo audio and a kick ass sound track that were almost as creepy and immersive as the graphics.

    And if the mind blowing graphics and audio at the time wasn't enough, it also supported 4 player gaming as well. The version that they released supported 2 player serial or 4 player IPX, but they released the source to the network drivers, which was another early first - game companies releasing source and working with players to add features and content. It wasn't long before a full Internet/UDP networked version was available, making it one of the early real-time multiplayer Internet games.

  35. Re: Talk is cheap. by Dahamma · · Score: 2

    Wait, the Simpsons has no violence (and adult content)? You must have been watching a different TV show from what I have been watching the last 20+ years...

    And I think you are talking about a completely different game genre. Do you actually know what the S in FPS stands for? Pretty sure there isn't a "whole market just waiting for" Nerf Deathmatch.

  36. Re: Talk is cheap. by Anonymous Coward · · Score: 5, Insightful

    You are trying to avoid having your children exposed to all forms of violent entertainment? Including violent cartoons?
    So what happens when they get into their teens and you no longer can control what they watch? (I assume that you don't have them locked up in the basement.)
    They are going to be exposed to violence at a time when they feel the need to rebel against their parents and become more independent while associating the censorship with you. Does that sound like a good idea?

  37. Re: Talk is cheap. by epyT-R · · Score: 1

    A first person SHOOTER without the violence? wtf? Go play nerf arena.

    I guess it explains why I dont' watch the simpsons.. it's about as boring and bland as possible while still calling it 'comedy. I want the violence. It's part of the fun.

  38. Re: Talk is cheap. by bickerdyke · · Score: 1

    is it in fact unfair to criticize a formerly great artist for his latter day sins, is it better to burn out or fade away?

    Doesn't matter as long as you're doing it in dignity.

    --
    bickerdyke
  39. John Romero is going to make you his by Snufu · · Score: 1

    Notch.

  40. Re: Talk is cheap. by brantondaveperson · · Score: 2

    Pretty sure there isn't a "whole market just waiting for" Nerf Deathmatch.

    Actually, there very probably is. Deathmatch without the completely-unnecassary-anyway blood splatters. Fun weapons that cover you in goo, or shrink you to a tiny size, or whatever. Stuff you can play with your kids without the whole simulated murder thing going on. And yes I know we should all be outside climbing trees and/or inside singing songs around the piano, but video games can be quite fun.

  41. Re: Talk is cheap. by PC_THE_GREAT · · Score: 1

    There's no better FPS than Quake you mere mortal!

  42. Re:That was the start by tommeke100 · · Score: 1

    And it came on 4 floppies!

  43. A Little Late by some+old+guy · · Score: 1

    Romero's example of re-defining the creation/sandbox genre post-Minecraft is a little late to the game (pun shamelessly intended). At least one big player, Sony, has introduced a next-gen sandbox (currently in open Beta) called Landmark, and I'm sure others are forging ahead as well.

    --
    Scruting the inscrutable for over 50 years.
    1. Re:A Little Late by bluefoxlucid · · Score: 1

      Saurbraten, based on Cube 2, based on Cube. Quake, but you can modify the level during play. It's from the 90s.

    2. Re:A Little Late by geekoid · · Score: 1

      His point is that build interesting things. Push whats out there.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:A Little Late by TangoMargarine · · Score: 1

      I used to play Sauerbraten until that one release where they suddenly doubled the movement speed. That was a shock.

      --
      Unity? Screw that: XFCE. Slashdot Beta? Screw that: SoylentNews. Australis? Screw that: Pale Moon. UX developers DIAF
  44. Re: Talk is cheap. by vigour · · Score: 2

    Pretty sure there isn't a "whole market just waiting for" Nerf Deathmatch.

    Actually, there very probably is. Deathmatch without the completely-unnecassary-anyway blood splatters. Fun weapons that cover you in goo, or shrink you to a tiny size, or whatever. Stuff you can play with your kids without the whole simulated murder thing going on. And yes I know we should all be outside climbing trees and/or inside singing songs around the piano, but video games can be quite fun.

    There are lots of Nerf Deathmatch games. One I remember in particular, was based on the Unreal 1 engine Nerf Arena Blast. It came out around the same time as UT so it felt very similar. There are plenty of gameplay videos on youtube.

    I had fun with the demo back in the day

  45. Re:Reinvent this, reinvent that. It's all still sh by buchalka · · Score: 1

    " Maybe you should go back and use that and tell me if Firefox is any better than that version."

    Nope, because WWW didn't leak memory like a fucking sieve. Firefox 32? Just like every iteration before it, from XP to Win 7, is a straight up piece of swiss cheese when it comes to memory. I actually moved back to IE.

    "we might still be using that original version which was pretty crappy and difficult to use."

    Funny, having installed it in a Windows 3.1 VM and tested it out, it's nowhere near as bad as you think, assuming you have the brains and intuition to find stuff.

    "Thanks for playing."

    Oh please, you weren't even a player in the first place. You were just a pawn.

    I think you are getting a little confused.

    Firstly if you are seriously suggesting that Firebox is worse than Tim Berners-Lee's original WorldWideWeb brower, you are seriously deranged. The original WWW had no image support, and no bookmarks, to name just two features.

    Ridiculous to suggest Firefox is not a massive improvement.

    Secondly I genuinely would like to know how you managed to get a program designed for the NextStep platform to work on Windows 3.1. Here is a hint. You didn't.

    The original WWW was developed in 1990 and was developed for the NextStep platform, Windows 3.1 came out in 1992. So you were probably using Mosaic if you indeed setup Windows 3.1 in a VM to make a point! Well done on that. Thanks actually for completely proving my point, Mosaic is significantly easier to use than the original WWW program. Go back and use the original WWW and compare the two.

    --
    Games Programmer And Designer
  46. Re: Talk is cheap. by j35ter · · Score: 1

    You obviosly watched too many beheading videos as a kid!

    You and the likes of you are a good reason NOT to expose young children to violence!

    --
    Delta-Mike November Bravo Tango
  47. Re: Talk is cheap. by viralburn · · Score: 2

    Given them my money

  48. Re: Talk is cheap. by jeek · · Score: 1

    Portal, Portal 2, QUBE, Antichamber

    --
    If you want to be seen, stand up. If you want to be heard, speak up. If you want to be respected, sit down and shut up.
  49. Re:That was the start by vux984 · · Score: 1

    I'm not saying Doom wasn't revolutionary, but 3D wasn't the reason. And saying it wasn't remotely possible is easily disproved.

    Yeah. It was. Doom came out at a time when most 3D was little more than wireframe (Flight Simulator, LHX Attack Chopper, etc ), or still renders. (Links Golf), or various first person in a plainly 2D maze (Wolf3D, Ultima Underworld, Might and Magic 3...)

    Then Doom showed up, and it was a revolution.

    The moving platforms, the stair cases (and not just staircases away, but to platforms within the larger room, there windows between rooms, lights and shadow effects and the capper: the skyboxes -- you could see outside throw skylights, windows, even outdoor courtyards... it all combined to make the illusion complete --- it was still really a 2D maze at its heart, but the illusion of being in a 3D world was literally jaw dropping at the time.

    Ultima online was impressive in its own right, but it had NOTHING on Doom. UO was claustrophobic, and it was very "square". It was an advancement forward, but they just are not remotely in the same league. UO was also still an Ultima RPG at its heart; it was much slower paced, the 3d viewport was confined to a small pane instead of being nearly the full screen, and the movement controls were odious (mouse click driven) which did not immerse you in being there. So in UO you still sort of stepped through it room by room step by step- click by click. That's how it was designed.

    Doom was big open spaces, with loops, and corners, and obstacles to hide behind. The controls put you there. And you could RUN.

    Nothing else was comparable.

  50. Shooter? Well, that makes sense. by ashshy · · Score: 1

    At first glance, I thought John Romero had reinvented the scooter. Segway 2.0 with a BFG on the handle bar?

    --
    #o#
    O Moo.
  51. Re:Please retire... by blahplusplus · · Score: 3, Interesting

    "It's become a stagnant genre, and it's time we had an Doom/Duke Nukem/Unreal/Half-Life successor"

    The reality is many games single player aspect back then don't hold up very well if you play them back to back with modern games if you measure them on a feelings and "this is so awesome" standpoint, the rise of the cinemtic game - even as me an older gamer has shifted my preference hierarchy to want "both". I force myself to play brutal doom to get my "gameplay vegetables" because I hate the fact that hollywood props and cheap tricks give human brains higher highs in terms of excitement over intrinsic gameplay in terms of single player experiences. I really hate the fact that when I go back and play doom 2 I wish it was some hybrid of the cartoony doom I know and love and the best elements of hollywood deadspace, but minus the hollywood hyper realism. I was never a fan of the push towards realism in doom 3 on mars, I always loved the pixel art/toony type style of doom 2 and it was kind of awkward seeing the Cyber-Demon rendered realistically, when doom 2 had more of an artistic comic vibe with it's enemies like the walking spider brain that felt poached from Teenage mutant ninja turtles.

    To say that modern games are all boring is a bit of an overstatement, they certainly DO cause excitement in their hollywood parts. I enjoy Assassins creeds world even if I have serious issues with the dumbed down combat when compared to prince of persia series also made by Ubisoft. I really do think the push for hollywood has seriously made developers dumber, newer generations of developers raised on Halo regen shields and hollywood handholding campaigns has been infecting all of gaming, I seriously question developers, that "they know what they are doing". Too often even simple and cheap to program things are missing in many modern games.

    The problem modern games main problem is gameplay, PC (modding/dedicated servers) and challenge related but this is publishers trying to drive DRM and control the market by confiscating game ownership with encrypted steam games via steamworks DRM for multiplayer/matchmaking. Shooters FPS/TPS, they are most certainly by the numbers but the mass gaming audience prefers hollywood action movie over intrinsic gameplay generated by fun and challenge. To be honest with you, I thought half-life 2 was just a giant pile of fail, trying too hard to be the hollywood action movie type game it never really was really "here's an empty base with an experiment gone wrong, you are on your own". Half life one did it's best to get out of the players way, while Half-life 2 feels like a very force sequel. I think it comes down to Valve not really not know what they are doing storywise. When I got to the buggy desert/section I gave up, I just got too bored. Half-life 2 was poorly made in many areas and poorly paced. I lost interest.

    Half-life, while it was one of the first 'movie based games' where there was story integrated into it, but it wasn't done as obnoxiously and overbearingly as it is done today. That being said, some obnoxious overbearingness works, if you play the singleplayer campaign of Transformers - Fall of cybertron, you'd be hard pressed to say that it couldn't compare in terms of fun to Doom 2.

    Doom was made at a time before the integration of 'hollywood action movie/cartoon show inside a videogame' was mastered. The newer generation has problems going back and playing games that haven't mastered the hollywood integration like Mass effect 2, Call of duty and transformers fall of cybetron (sp campaign). I don't fault newer genreation gamers for that because even I as an older gamer know that when CPU/GPU power hit a threshold it was just easier to use high def AV to flash our primate brain in sensation, problem is instrinsic feelings related internally generated gameplay are easily overwhelmed and outcompeted in many (not all) instances of set piece hollywood bullshit. The kind of excitement we get from the hollywood is of a different character them the stre

  52. !Shooter ? by tverbeek · · Score: 1

    One of the biggest limitations of the Shooter genre is right there in the name.

    --
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  53. Re:That was the start by Zembar · · Score: 2

    First off, UO=Ultima Online. But that's not important.

    You could definitely walk seamlessly, using the keyboard, in Ultima Underworld, it's not at all grid-based like Dungeon Master. You could also run and swim, you could have platforms you could see above and below at the same time(something not even duke 3d could do when it came out years later). It had 3d objects, not just sprites for everything(but still for most things). It had inclines and leaning walls, also something Doom lacked.

    I'll give you that the lighting was better, the sky effects helped a *lot* with the claustrophobia, and the shooting was better since it was a shooter, not an RPG.

    various first person in a plainly 2D maze (Wolf3D, Ultima Underworld, Might and Magic 3...)

    Ultima Underworld was not a 2D maze. Look at the first screenshot in the wikipedia article for instance.

  54. Re:Creation-genre by CronoCloud · · Score: 1

    like Warzone 2100 (technically console first, but it lived on with PC)

    I thought it was simultaneously released on PC and PSone. Yep, April '99 on the PC, May of '99 on the PSone.

    Very interesting game. For those who haven't played it, it's an RTS with 3D map and units. (which is why it runs better on the PSone than the C&C's do) You design/build the units from building blocks of chassis, drive systems, weapons. Unlike other RTS's your units are smarter and collect experience. You actually want to recycle units and repair units and have the commands available to tell your units to "return to that location when damaged" or "use indirect fire at this target being painted by a target acquisition unit"

    And the UI changes based on what controls you have in the PSone version. Plug in the PSone mouse and you get more on screen buttons. (though you'll lose the direct unit control hidden feature)

    It's fully open source now too.

  55. Re: Talk is cheap. by nomadic · · Score: 1

    How is simply asking for an option with less gore trying to avoid having children exposed to all forms of violent entertainment?

  56. Re: Talk is cheap. by Jack+Griffin · · Score: 1

    I have it and it sucks, but it was the best non violent shooter I could find...

  57. Re: Talk is cheap. by Jack+Griffin · · Score: 1

    Exactly. Instead of a gun that kills, you could have a special effect weapon, ie a slow beam, a shrink beam, a blinding beam, a transport to somewhere useless beam. Have a range of special effects weapons with different effects with a bit of balance and humour and let the fun commence. The aim of the game could be to find and collect things and by shooting your opposition you retard their ability to collect. All the fun of a FPS without the murder.

  58. Re: Talk is cheap. by Jack+Griffin · · Score: 1

    So do I, but I don't want my kids exposed to that until they are teenagers. And Nerf Arena sucked arse...

  59. Re: Talk is cheap. by cyberchondriac · · Score: 1

    Carmack's contribution however is to the game engine alone, not gameplay itself (though gameplay will be dependent on the engine's abilities). id's games got very stagnant in terms of of gameplay innovation, just the same thing over and over: shoot enemies, find key, unlock new area, shoot enemies, rinse, lather, repeat. The only things that really changed were the ability to move in true 3D, use colored lighting, more polys, better graphics, etc.. every recent id game has been more or less a demonstration platform for a new or improved engine, but not much else. Valve ushered in a whole new era with it's imaginative and immersive Half Life, and it's scripting sequences.

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  60. Re: Talk is cheap. by Guru80 · · Score: 1

    The Simpsons are very adult oriented..they are on prime time on Sunday after football because that's the demographic they target and do very well in it. That being said even Looney Tunes aren't suitable for children by today's standards. I can't count how many times Daffy Duck has gotten his beak blown off by a shotgun or Elmer Fudd, Bugs, Tom and Jerry, Road Runner or any cartoon of that era has been shot or shot at someone. Even talk about that kind of stuff in school today and you are suspended and the bomb squad called. Point is that it's all subjective to an extent. There are plenty of older shooters that don't contain gore but you still have the whole pointing a virtual gun at virtual people issue everyone likes to get all pissy about. There are also plenty of games that require the same use of spatial awareness and fine motor skills that are used in FPS that aren't shooters.

  61. Re:Creation-genre by CastrTroy · · Score: 1

    Also worth pointing out that the factories and barracks were programmable. You could tell your factor to output 3 tanks, 6 jeeps and a helicopter (making up the units for an example, I don't remember the actual units) and it would produce that sequence as often as you liked. It was great to have an RTS that didn't have you micro managing everything.

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  62. Re: Talk is cheap. by cyberchondriac · · Score: 1

    As dated as it is, I'll second this.
    For whatever reason, I found it, despite it's lack of thematic consistency, the most fun FPS by far.. or maybe I'm just waxing nostalgic.

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  63. Fully destructible environments by NoImNotNineVolt · · Score: 1

    One thing which has long irked me about the FPS genre is the static nature of the game world.

    The advent of realistic physics engines has made it possible to move past this limitation, but very little effort has been expended to actually do so. Admittedly, I don't game as much as I used to, but the only game that's coming to mind right now is Crysis. I don't think I ever got very far in the game, but I vaguely remember buildings and other larger structures actually being made up of smaller pieces which could then be blown apart. A step in the right direction, for sure, but I've played a few shooters since then and this feature doesn't seem to have gained adoption in other games. In any case, even the implementation in Crysis was rather limited; as far as I know, the distinct structural elements of buildings couldn't be subsequently broken down into smaller-still pieces.

    In Fallout 4, I want the explosives skill to be useful for gaining entry to otherwise-inaccessible areas by way of blowing up walls, doors, rubble. Wishful thinking, I know, but why can't we have this level of realism in 2014 when game physics engines have been impressing us for nearly a decade now? Couldn't this level of realism be used to enhance gameplay instead of just serving as eye candy?

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    1. Re:Fully destructible environments by geekoid · · Score: 1

      Divinity: Original Sin has a lot of interesting things you can do with the environment.

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    2. Re:Fully destructible environments by NoImNotNineVolt · · Score: 1

      I believe it's mostly because "destructible environments" became a gimmick rather quickly. (Red Faction) It was fun blowing holes in the rock beneath tanks and making your own tunnels and such, but the problem was that the designers still felt the need to create indestructible areas that you couldn't skip around for the sake of maintaining story. Similar to how some doors in Oblivion and Skyrim were "Locked and required a key" despite these games being made with in an open world format. Designers still have trouble figuring out how to implement extreme freedom features while still keeping players' progress through levels at a minimum somewhat predictable. I can't really blame them for that either - it's a rather perplexing problem.

      And that's just it, it's a rather perplexing problem, but only in the context of today's expectations. Despite an increasing tendency to pretend otherwise, most games are very strictly scripted. Any deviation from this script "ruins" the game, or at least the developers' vision of it. Consequently, player choice must be limited to maintain the story, because the story itself is very static and can only accomodate a few different arcs (at best). The biggest obstacle to further expanding player options in "open world" games is, in my opinion, the dependence on scripted gameplay. By tackling these two issues together, by replacing strict scripting with better AI (for example) and thereby removing this artificial limitation on player choice, a new game could be as revolutionary in opening up a virtual world as was GTA3. So what the hell is the hold up?

      --
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    3. Re:Fully destructible environments by NoImNotNineVolt · · Score: 1

      Thanks, will have to check it out!

      --
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    4. Re:Fully destructible environments by NoImNotNineVolt · · Score: 1

      It looks like Red Faction: Guerilla only allows buildings, cover, and other structures to be destroyed, whereas the original Red Faction allowed for the destruction of all terrain. Either way, I've never heard of these games, and look forward to checking them out. Thanks!

      Interesting factoid: The original Red Faction started development as Descent 4, a prequel to the Descent series.

      --
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  64. The innovation of Minecraft by aliquis · · Score: 1

    ... this is the innovation that was Minecraft has led to a whole bunch of copy-cats by itself just like with the FPS games.

    And within those groups many may not be very innovative.

  65. Re: Talk is cheap. by blue9steel · · Score: 1

    You and the likes of you are a good reason NOT to expose young children to violence!

    Thought control through censorship doesn't work. A better approach is gradual exposure combined with thoughtful reflection and ethical training, of course that takes work and who wants that?

  66. Re:Please retire... by geekoid · · Score: 1

    I like how to consider better visuals = Hollywood = bad.

    Every part of that is wrong.

    " I think it comes down to Valve not really not know what they are doing storywise. "
    Portal and Portal 2 had great stories. Subtle, interesting. Details left to the imagination. Fantastic

    HL 2 had an interesting story. I never ran into any bugs, so I can't comment on that.

    Just to be clear, you can have great graphics and a great game. Those are not mutually exclusive.

    I also enjoy TF 2. For me, it's the perfect shooter... so far. Challenging, a lot of replay. Doesn't get boring.

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  67. Re:That was the start by geekoid · · Score: 1

    And it was shareware!

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  68. Re: Talk is cheap. by geekoid · · Score: 1

    You do know the 'S' in 'FPS' is for shooter, right? It's inherently violent because you are shooting cartoons.

    I wonder what kind of kid is old enough for portal; which has some grim themes in it, but not for TF2.

    BTW, you can find TF2 servers with the Birthday mode turned on; which I actually enjoy more the n the blood. It cracks me up when my character explodes in balloons, streamers, and a trike wheel.

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  69. Re:Please retire... by iMadeGhostzilla · · Score: 1

    I can just say, playing Dooms and Quakes back in the 90s and having no idea about who was doing what at id, Doom I and II and Quake were incredible, and Quake II I wanted to like as it was visually awesome but it was dry somehow, something was missing; I don't think I even finished more than 4-5 levels. Years later I read in Masters of Doom that Romero quit after Quake. With Romero, the fun was gone too.

  70. Re:Please retire... by blahplusplus · · Score: 1

    "I like how to consider better visuals = Hollywood = bad."

    It's not merely "better visuals", it's the cinematic techniques where you stop say in Call of duty, to say call of duty isn't one giant action movie would be an understatement. I'm saying the "trying to be in a movie" bits distract from actually making a game because "immersion" and videogame like gameplay are at odds in say a single player campaign.

    What happens is you start to obey the generic laws of the real world and the expectations of how things 'should' behave to a larger extent which limits the kinds of gameplay you can have in the game, which makes for incredible boredom from one sequel to another.

    So you have little idea what you're talking about sadly. It's not 'merely' great graphics, it's the kind of design vs hollywood action sections in a game that conflict with one another. You simply can't do insanely crazy things because you've got the hollywood mindset happening and not the videogame mindset happening.

  71. Re: Talk is cheap. by geekoid · · Score: 1

    It just seems hypocritical to let you kids watch the 'Simpson's' with 'Itchy and Scratchy', then claim FPS are too violent.

    Also, his post mention Duke Nukem, but he doesn't seem to know you can turn off the gore.

    In short: It sounds like he is making it up. In fact, I hope he is because otherwise he is sending very mixed messages to his kids, as well setting them up to rebel in a violent manner. you know, based on his 1 post :)

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  72. Re:Reinvent this, reinvent that. It's all still sh by geekoid · · Score: 1

    Obvious troll is obvious.

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  73. Re:Please retire... by cyberchondriac · · Score: 1

    Quake 2 was a pretty dull single player game IMO, and the only thing it brought to multiplayer (IMO) was the railgun. I really wanted to like it, but like you said, it just felt hollow. And starting off with nothing more than that lame laser pistol, that thing just sucked all kinds of hairy balls.
    More than anything else, Q2 was a demonstration platform for, "Look- color lighting!". Too much of it, in a way. Much like Doom3 was, "Look, shadow volumes!"

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  74. Re:Creation-genre by Ogi_UnixNut · · Score: 1

    Also, to point out, it was open sourced a while ago, and has been improved and has quite a vibrant community behind it:

    http://wz2100.net/

    I played the original when I was young, and was happy to see it still exists, and is still a lot of fun to play. Plus works flawlessly on Linux :-)

  75. Re:Reinvent this, reinvent that. It's all still sh by TangoMargarine · · Score: 1

    Um, technically Firefox (2004) is a branch of a rebrand (Mozilla Suite, 1998) of an open-sourced product (Netscape Communicator, 1997) that was the successor of a commercial suite (Netscape Navigator, 1994) written by the same guys who did Mosaic back in 1993.

    Apparently IE was also based on Mosaic around the same time. But did IE end up in the same boat as Windows 1.0-3.0 where nobody actually used it willingly until 3.1? 3.0 was August 1996, then 6.0 sat and chilled from 2001 until 2006.

    With the amount of redesigning they've done with IE over the last several years I hardly think it's accurate to say Firefox is more of a reinvention. It was a long evolution that kept getting new names and teams working on it (although the Mozilla Suite lives on as SeaMonkey today, too).

    P.S: For some bizarre reason, the IE Wikipedia article jumps from 1.5 to 8 in their main narrative. Um...pretty sure 6 was pretty noteworthy for a long time...

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  76. Re: Talk is cheap. by TheCarp · · Score: 1

    So your idea....for him....is to make a game that conforms to your personal sensibilities. Interesting.

    > Surely there is a whole market just waiting for a good FPS that doesn't rely on murdering people?

    I find this quite unlikely. Don't get me wrong, there is plenty of fun to be had in games without simulated violence and a few games do come to mind, but, I doubt there are that many people so put off by a little simulated violence that it consitutes a large market that are "waiting".

    Perhaps you should stop waiting, and start working on games for this market and prove it exists?

    --
    "I opened my eyes, and everything went dark again"
  77. Re: Talk is cheap. by Psykechan · · Score: 1

    Portal and Portal 2 are all about murdering people! Of course in this instance the people that are being murdered are the protagonists but it's not like it's non-violent.

    I'm a big proponent of Minecraft as an educational tool. Granted it also has violence too but I'd say it's a less violent game than the Portal games. At it's basic level it teaches survival in a hostile world. If the kids get into it, it teaches planning, resource management, resource conservation, programming, and math, and also spurs creativity. Add in multiplayer and it teaches basic tenets of society like community, sharing/trading of goods, and respect of others property. It really is the best edutainment ever invented.

    http://minecraft.gamepedia.com...

  78. Re:Please retire... by luis_a_espinal · · Score: 1

    I was never a fan of the push towards realism in doom 3 on mars

    Mod parent up. I was (still am) a big fan of the old Doom/Doom 2/Quake/Heretic type of games .I was seriously put off by (IMO) the excessive interactive dialog that I had to do with Doom 3 just to get going. I didn't buy Doom 3 to have a dialog with the characters, or to listen to them telling me the back story. I bought it to shoot demons and blew shit up. Almost every other game I've tried since then, I've felt them to be overly verbose and "immersive" in Hollywood crap.

    It was like dealing with the FPS game version of Microsoft Bob!!!

    If I wanted to be immersed, I would simply GTFO and talk to people or something else IRL.

  79. Re: Talk is cheap. by luis_a_espinal · · Score: 1

    I've got an idea for him, an FPS that has no violence that is suitable for kids as well as adults.

    Angry Birds.

  80. Re: Talk is cheap. by luis_a_espinal · · Score: 1

    You obviosly watched too many beheading videos as a kid!

    You and the likes of you are a good reason NOT to expose young children to violence!

    Hyperbole and histrionics are not really good (read "intelligent") choices to make your point on the subject. Just sayin'

  81. Re: Talk is cheap. by luis_a_espinal · · Score: 1

    It just seems hypocritical to let you kids watch the 'Simpson's' with 'Itchy and Scratchy', then claim FPS are too violent.

    Not to mention the Simpson's Halloween special - characters turned inside out. I'm sure the scene is someone in the youtubeez. And there are plenty of "shooting" games that do not involve blowing shit up. A quick visit to GameStop would show the options. Or jeez, man, Angry Birds.

    Asking for a non-violent FPS option as if there weren't any is just an exercise in drama.

  82. Re: Talk is cheap. by j35ter · · Score: 1

    No real point here, just a rant and a flipoff - no need for applied rhetorics here! :)

    --
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  83. minecraft fps mmo? by issicus · · Score: 1

    sounds good to me. I always felt like minecraft was missing rocket launchers and warthogs .

  84. Re:That was the start by Trogre · · Score: 1

    Don't forget the awesome single-player three-monitor gameplay experience that was present in early versions of Doom 1. Sure you needed three computers to do it, but AFAIK no other PC game could do that.

    --
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  85. Re:Please retire... by Bugamn · · Score: 1

    It worse when the desire to make an action movie works in detriment of the action game. Half Life had an almost perfect pacing. Valve knows how to lead the player. But many of those modern shooters don't. At a moment playing Battlefield 3 I was baffled because the game demanded that I stepped on a specific point before it would throw enemies against me and it all felt too artificial, like a director that wanted me to take my position before shooting the scene. That breaks immersion completely.

  86. Re:That was the start by Dahamma · · Score: 1

    As a friend of mine at PDI/Dreamworks (who has worked on most of their movies from Antz to Shrek to HTTYD) told me "studios that brag about their time consuming and expensive 3D rendering but with results that don't look at good as those who take shortcuts just don't get movie making". Same is true for game making. If you can trick the viewer's brain to see what you want them to see, the technology doesn't really matter.

    DOOM ran at 30FPS with 4 player multiplayer with *lighting*, doorways/windows, huge open spaces, outdoor/sky textures, etc. UU, which was a revolutionary game as well, rendered about 1/3 of the pixels with horrible frame rate and comparably little fast action. It was a revolutionary game, but *certainly* not as a full screen action FPS. High framerate full screen 3D FPS (the point of my comment) were not remotely possible, no.

  87. Re: Talk is cheap. by Dahamma · · Score: 1

    And ironically it's prohibited by International law, of war while just plain killing someone is fine...

  88. Re:That was the start by Dahamma · · Score: 1

    UU was a revolutionary game, but a 3D FPS is was NOT. It rendered in a small window at an awful framerate and minimal action/responsiveness. Obviously 3D was possible using high end hardware, tiny viewports, or single digit frame rates, but none of those are traits of an FPS.

    Two totally different games. DOOM's expansive spaces (including large convincing outdoor areas), colored lighting, high res textures, and amazing framerate for what it did was most definitely revolutionary as a "3D FPS".

  89. Re:That was the start by Dahamma · · Score: 1

    Please name all of those other "3D environments" that were superior in 1993?

  90. Re:Creation-genre by CronoCloud · · Score: 1

    Plus works flawlessly on Linux :-)

    I don't have it installed myself, but packages are available in Fedora's repositories.

  91. Re: Talk is cheap. by yenic · · Score: 1

    It just seems hypocritical to let you kids watch the 'Simpson's' with 'Itchy and Scratchy', then claim FPS are too violent.

    Also, his post mention Duke Nukem, but he doesn't seem to know you can turn off the gore.

    In short: It sounds like he is making it up. In fact, I hope he is because otherwise he is sending very mixed messages to his kids, as well setting them up to rebel in a violent manner. you know, based on his 1 post :)

    My stance is less to avoid violence, just to teach that violence is never an answer outside of self-defense. You can teach this though without avoiding everything violent.

    The absolute worst case-scenario though, are the modern wargames. That's the only genre I personally refuse to take part in (I'm in my 30's), and also for my children. It's DoD brainwash, who funds and aids games who paint the US military in a positive light. It's war propaganda, no way around it. It's not a hypothetical goal for the DoD. It's purposefully meant to get you to actually pickup a gun and go kill your fellow man, in the name of the flag.

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  92. Re:That was the start by vux984 · · Score: 1

    You could definitely walk seamlessly, using the keyboard, in Ultima Underworld,

    Wow, you are right. I only played it years ago, and didn't get that far. I remember using really clumsy mouse controls. Apparently UW uses szxc isntead of wasd, with w as run, and a/d as turn.

    You could also run and swim,

    Swimming wasn't really that interesting though, it was surface only. Making it little more than viewport elevation change, with a sound effect.

    It had inclines and leaning walls, also something Doom lacked.

    True.

    Ultima Underworld was not a 2D maze. Look at the first screenshot in the wikipedia article for instance.

    That screenshot looks no better than Doom's '2.5D', but I agree UW was actually doing more sophisticated rendering, since you could look up and down, and had angles etc.

    But despite being technically more true 3D than Doom, the effect was less impressive, overall.

    Doom, by restricting the view angle, was able skip or precalculate a ton of stuff, enabling it to deliver full screen action with a decent framerate. UW was confined to like 1/4 of the screen. Add to that the tricks Doom pulled with lighting and skyboxes and it was just a lot more impressive.

    Perhaps a bigger element of it being a 'revolution' was that Doom ep1 was shareware, so everyone had it. And it was multiplayer. So it was installed in high school computer labs, and in offices etc.

  93. Re:Please retire... by __aaclcg7560 · · Score: 1

    Screw the rail gun! Give me the NAIL gun and get out of my way!

  94. Re: Talk is cheap. by __aaclcg7560 · · Score: 1

    FPS = First Person Skiing

  95. Re: Talk is cheap. by __aaclcg7560 · · Score: 1

    The Three Stooges and Batman were considered violent TV shows by my kindergarten teachers. Poke someone in the eye or screamed "BATMAN!" on the playground, you got your ass busteed. Today's kids today will probably get arrested for doing the same thing.

  96. Re: Talk is cheap. by __aaclcg7560 · · Score: 1

    Especially when Quake can get 500+ FPS on a modern GPU video card. Woohoo!

  97. Re:That was the start by surd1618 · · Score: 1

    DOOM was the shit because you could turn off every letter and number and punch zombies in the face and you'd be dead in like 10 seconds just like in real life.

  98. Re:That was the start by Zembar · · Score: 1

    But despite being technically more true 3D than Doom, the effect was less impressive, overall.

    Doom, by restricting the view angle, was able skip or precalculate a ton of stuff, enabling it to deliver full screen action with a decent framerate. UW was confined to like 1/4 of the screen. Add to that the tricks Doom pulled with lighting and skyboxes and it was just a lot more impressive.

    Perhaps a bigger element of it being a 'revolution' was that Doom ep1 was shareware, so everyone had it. And it was multiplayer. So it was installed in high school computer labs, and in offices etc.

    We're in full agreement here. I did play a lot of UW, but nothing compared to the days upon days spent in Doom playing local deathmatches, or the single player maps or TCs, etc etc.

    Doom is one of the best games ever made, I just took issue with the "before 3D was even remotely possible" bit :)

  99. Re: Talk is cheap. by epyT-R · · Score: 1

    God forbid. When I was a kid, we had water guns, pellet guns (without that lame orange plastic shit), and we would get rowdy and roughhouse. By the standards of the time, I was pretty tame, but, by today's, I would be one of those 8yos labeled terrorists for bringing a fork to school or modeling the school building in some FPS. Today's parents are raising their kids kids to be the tame, delicate, and dependent special little snowflakes that today's society wants them to be. Yuck. A little blood splatter in their video games isn't going to turn them into murderers. That shit's been debunked thoroughly since the jack thompson and joe leiberman days.

    At least we agree on nerf arena.

  100. Re: Talk is cheap. by epyT-R · · Score: 1

    Yeah... hard hitting for 1989 maybe, when bart saying "eat my shorts" was considered crazily rebellious. By the mid 90s, Simpsons political and social content became extremely bland, and the jokes, unfunny. Staying power means having mass appeal, and that means being interesting enough to uninteresting minds, while being bland enough not to offend any of them to the point where there's serious backlash. Shit that that is dull as hell.

  101. Re:That was the start by Dahamma · · Score: 1

    No, sorry, flight sims don't count. Flight sims in 1993 were either one awful ground texture with 1-2 objects on the screen (or in the case of X-Wing no ground textures). Some were good games, but not even remotely similar.

    Beyrayal at Krondor used 1/2 the screen, could do maybe 1-2 FPS max in the world with *turn* based combat, and the graphics were awful compared to DOOM (though it was a fun game, just not competitive in gfx).

    UU/UUII has been discussed already, they used 1/3 size screen and had single digit frame rates anyway. Felt very claustrophobic, really. But again great games, just not FPS. With FPS it is and always has been about the full screen immersive experience and the frame rate.

    And AFAIK 3DO didn't have any decent 3D games in 1993. Later they did, and one of the better ones was - wait for it - DOOM (unfortunately in using real 3D effects it sacrificed one of its biggest strengths over the other games at the time - frame rate...)

    I said *superior*, and - graphics wise - none of those came close.

  102. Re:That was the start by Dahamma · · Score: 1

    386's were relatively ancient by 1993. I got a 486 in late 1992 to replace the 386 I bought in 1989 and was already jealous of the new Pentiums. Moore's law was in hyperdrive back then and the cutting edge games always relied on that.

    UU2 still ran in 1/3 the screen size with slower average frame rate, awful navigation/controls and (intentionally) slower paced gameplay compared to DOOM. Face it, it was a great game but a different game, and it was NOT a fast action FPS by any stretch.

  103. Skiing in Tribes by tepples · · Score: 1

    First Person Skiing

    Are you referring to Tribes ?

  104. Re:oh my by tepples · · Score: 1

    Or he's just now realizing that Mojang (or the company that buys Mojang) will have a hard time suing the developers of all the Minecraft spinoffs for copyright or trade dress violation.

  105. Re: Talk is cheap. by Jack+Griffin · · Score: 1

    Same. But cap guns, water pistols, cowboys and Indians are all a little different for realistic graphic violence of today's video games. I have no problem once they're teenagers, but just like with sex, kids need to be allowed to be kids, at least until high school.

  106. Re:Please retire... by RockDoctor · · Score: 1

    Romero is right. Good quality entertaining FPS have been thin on the ground lately.

    Doom stopped working ?

    My copy is still working.

    --
    Birds are not dinosaur descendants;birds are dinosaurs, for all useful meanings of "birds", "are" and "dinosaurs"