Papy on 15/8/2009 at 14:04
Quote Posted by Chade
I'm not talking about graphics at all ... :confused: All the stuff I mentioned feeds into the gameplay in a pretty major way, it all just depends on how you choose to play.
You said "Lighting, sound, physics, AI, object interaction". Lighting, sounds, physics and AI (as in combat AI) are pretty much about the game engine. I don't know much about Id tech 5, but I guess it includes all those. As for object interaction, it was far too limited to make any differences.
To me, immersion is about the feeling of being in a believable world. That's where DX or Thief succeeded and where IW failed.
lost_soul on 15/8/2009 at 22:19
Budd Puckett was an interesting character. He kept talking to NG in the Seattle club.
Also, did anyone else ever hang the first enemy in the game from that basketball hoop? I did! It made me ROFL.
I think my favorite part of IW was the robots. Near the end of the game, I had an army of spiderbots following me around the island.
gunsmoke on 16/8/2009 at 15:10
Quote Posted by ZylonBane
Yeah, this guy is ten tons of fail.
But hey... Alexander Brandon actually posted in the comments!
And now you're dick ridin' him!
ZylonBane on 16/8/2009 at 16:29
Quote Posted by gunsmoke
And now you're dick ridin' him!
In the future, please make less fucking retarded posts.
Macha on 16/8/2009 at 17:07
Quote Posted by ZylonBane
In the future, please make less fucking retarded posts.
In the future, please make less fucking retarded posts.
ZylonBane on 16/8/2009 at 17:50
Quote Posted by Macha
In the future, please make less fucking retarded posts.
And now you're dick ridin' him!
Chade on 16/8/2009 at 21:51
Quote Posted by Papy
You said "Lighting, sound, physics, AI, object interaction". Lighting, sounds, physics and AI (as in combat AI) are pretty much about the game engine. I don't know much about Id tech 5, but I guess it includes all those. As for object interaction, it was far too limited to make any differences.
Well, it's also about the way the game is designed. I wouldn't give a crap about dynamic lighting in DX2, except for the fact that it feeds back into the gameplay. But as I noted above, the way the game is designed doesn't always make it easy to take advantage of this. So really, while the engine enables certain game mechanics, you also need to have a game design which allows you to use the engine to your advantage. For instance, a telekinesis aug would have made it much easier to use dynamic lighting to support stealth, because then you could have manipulated objects while remaining hidden in the shadows.
Also, having a more "advanced" engine doesn't necesarily make the corresponding interactions better for the gameplay. While DX2's physics increased the amount of possible interactions, it also made some pretty basic interactions much less predictable then they were in DX, and hence much harder to take advantage of. Partly this is because they fucked up the physics, but part of it is also an unavoidable consequence of having objects which can, for instance, bounce differently depending on what angle they land.
Anyway, the key thing about DX and DX2 is that both game engine and game design work together to support the player doing cool shit (technical term).
Quote Posted by Papy
To me, immersion is about the feeling of being in a believable world. That's where DX or Thief succeeded and where IW failed.
DX2 did a pretty crap job of telling it's own story, which is a pity because I thought the story had a lot of potential. However, DX2 did a better job of allowing me to tell my own story. IMO that's what DX is all about. I got very involved in the world and the characters, because I needed to in order to make the right decisions for my avatar.
D'Juhn Keep on 16/8/2009 at 23:35
Quote Posted by gunsmoke
And now you're dick ridin' him!
Quote Posted by ZylonBane
In the future, please make less fucking retarded posts.
Quote Posted by Macha
In the future, please make less fucking retarded posts.
Quote Posted by ZylonBane
And now you're dick ridin' him!
What a bizarre interlude. Kindly let the symmetry end it!
Papy on 16/8/2009 at 23:58
Quote Posted by Chade
I wouldn't give a crap about dynamic lighting in DX2, except for the fact that it feeds back into the gameplay.
One thing I wanted to have in IW was a portable light I could attach to a wall (like those led lamp I use in some closets). That way, I could have seen the shadow of a guard before he came into sight. That would have been great for tactical gameplay. But would it help immersion? I don't think so.
Quote Posted by Chade
DX2 did a pretty crap job of telling it's own story, which is a pity because I thought the story had a lot of potential.
In what way did the story had a lot of potential? I will agree the setting could have been used as the basis for a great story, but the story in itself was just really bad. It had no potential at all.
Quote Posted by Chade
However, DX2 did a better job of allowing me to tell my own story.
As I said many times, I don't like playing with a Barbie doll. For me, playing a game is about winning, not about "telling my own story". A video game is a very bad medium for that (a pen and a piece of paper are much better in my opinion).
Chade on 17/8/2009 at 01:15
Quote Posted by Papy
One thing I wanted to have in IW was a portable light I could attach to a wall (like those led lamp I use in some closets). That way, I could have seen the shadow of a guard before he came into sight. That would have been great for tactical gameplay. But would it help immersion? I don't think so.
Well, it would help immersion actually, although not much by itself. But the whole idea of the immersive sim is that you are in this environment where you can make your own strategies, explore at your own pace and direction, etc ...
Quote Posted by Papy
In what way did the story had a lot of potential? I will agree the setting could have been used as the basis for a great story, but the story in itself was just really bad. It had no potential at all.
I like the selection of themes, characters, factions, etc ... Overall I prefer DX2 to DX in this regard. None of the characters are anywhere near as interesting as they could be, but this could be remedied without changing the overall story much. In general, I support the concepts behind each character, but find they haven't been fleshed out much.
I don't have any strong feelings about the sequence of events/reveals, except that the opening section was way too fast and killed some potentially dramatic moments.
Quote Posted by Papy
As I said many times, I don't like playing with a Barbie doll. For me, playing a game is about winning, not about "telling my own story". A video game is a very bad medium for that (a pen and a piece of paper are much better in my opinion).
As much as I appreciate the Barbie doll metaphor you're foisting on me, I'm afraid it's misguided. There is room in between free form play and strict competition for a whole range of games. Player expression has always been a large part of DX. You are fooling yourself if you think it's not.