"linear shooter"

Post » Fri Dec 02, 2011 5:57 am

So I'm worried about the linear shooter limiting our choices.
i.e, instead of given a senario and told, make it up as you go, it is now, you ave a choise to do a, b, or c. Does the linear shooter simply provide options or is it like crysis 1/wars where you made the options. What do you all think?
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Emily Rose
 
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Post » Fri Dec 02, 2011 7:22 am

I don't think it's to bad. It obviously looks more intense than Crysis 1, which could get a bit pointless and boring at times. But as for freedom, it still looks like they have given quite a lot of freedom to the player. In the Cathedral level, you can take many routes around the place, and its pretty big. Yes, here you think of options and you put them into play. As seen in another levels, there are heaps of places you can go to before you reach your destination. There is a big space for you to play. You can also enter the surrounding building complexes, and that looks fun too.
Doubtless, there will be some things players miss from Crysis 1 and Crysis Warhead, like roaming around in a tank and blasting everything up, or driving a hovercraft in an enormous, detailed, ice covered map. But lets hope that the change was worth it, and that the intensity and gameplay makes up for that stuff.
But I'm sure Crytek is gonna do an awesome job ! :-)
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dav
 
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Post » Thu Dec 01, 2011 7:28 pm

I was actually wondering the halls of Crytek HQ today and saw some very nice maps, all with multiple routes to take. You won't feel as if you only have these choices in-game, it feels immersive and complete in every way.

On the topic of vehicles, we do have them, but the scene sets itself... Where in New York would you find or even fit in a large VTOL unit?
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Avril Louise
 
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Post » Fri Dec 02, 2011 1:08 am

[quote]I was actually wondering the halls of Crytek HQ today and saw some very nice maps, all with multiple routes to take. You won't feel as if you only have these choices in-game, it feels immersive and complete in every way.

On the topic of vehicles, we do have them, but the scene sets itself... Where in New York would you find or even fit in a large VTOL unit?[/quote]
srs? I'd really like that, now lets just hope for a powerstruggleish mode :).
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David Chambers
 
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Post » Thu Dec 01, 2011 7:56 pm

Honestly, the preview fight against the Pinger looks more flexible than the final 2 battles of pure excruciating boredom on the carrier in Crysis 1. And realistically, from the description, it sounds like a continuation of the feel of Crysis 1.

"Heres your objective. Find a route there, do what needs to be done there however you can, and be glad your nanosuit can take more bullets than your skin."

The description of moving from open sandbox to linear shooter doesn't bother me too badly, because I have a hunch that by "linear shooter" all they mean is that once you reach an objective, there's a little less flexibility, because you HAVE to occupy a certain chunk of turf at some point. I'm sure you'll still be able to either advance from cover to cover spraying, or sneak in and fight everything from one position, or take a brutal side route in blasting, sneaking, and superjumping.
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i grind hard
 
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Post » Thu Dec 01, 2011 5:26 pm

Well, it's called "Choreographed Sandbox gameplay" for a reason.

It plays like a linear game, you follow the story from start till end. But to get to the end, it's your decision to do it the way you want, which is where the sandbox gameplay comes in.

This sounds no different to Crysis. And the fact that vertical gameplay is in the game, I can assume they'll be alot of floor and room cleaning to do. :)
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Curveballs On Phoenix
 
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Post » Fri Dec 02, 2011 7:14 am

maby a power struggle in central park
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neen
 
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Post » Thu Dec 01, 2011 7:02 pm

[quote]On the topic of vehicles, we do have them, but the scene sets itself... Where in New York would you find or even fit in a large VTOL unit?[/quote]

@Cry-Tom - The streets of NY are pretty spacious without all the cars and people. If the city was evacuated as suggested by the billboards of lost people in previously released videos. I could see some really large vehicles driving around. There is also Central Park, which I believe was mentioned.

Also, if the environments are extra destructible, you could just make holes in buildings by driving through them.

@CaveManNinja - I have a novel coming about linear gameplay but wont be able to get to writing anything until much later in the day. Stay tuned I suppose.
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Emmanuel Morales
 
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Post » Fri Dec 02, 2011 2:20 am

@Neo: Room for vehicles to physically fit does not necesarily make for room for vehicles to maneuver. Tanks are WIDE. And unless you make an all exterior map, a map with room for larger vehicles to do much of anything would require truly obscene numbers of players to fit. If it was all exterior, it would basically be a linear tank shooting gallery that would get old fast, unless we had a few mostly wrecked city blocks. But even then, tanks throw track really easy on that kind of rubble, so you try to avoid it.

All with the exception of Central park, obviously.
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Miguel
 
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Post » Fri Dec 02, 2011 12:05 am

@cry-tom,
[quote]

On the topic of vehicles, we do have them, but the scene sets itself... Where in New York would you find or even fit in a large VTOL unit?[/quote]

depends where the v-tol makes use of its high powered weaponry
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sexy zara
 
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Post » Thu Dec 01, 2011 8:27 pm

@JingleHell You lead me right into the next point which CaveManNinja lightly touches on. If the tracks are blown out on a tank, or another other vehicle can not move, that doesn't mean it is useless. Carcasses of war machinery could littler the streets and provide cover, lead the flow of the map, or even subconsciously point it's giant cannons at the enemy 'bases'. They could also be stationary and used as large turrets or guard posts to overcome while traveling the distance of the map. I see that most of the comments here are intended to mean using vehicles for transportation.

It is important to think of New York as a backdrop. Maybe pull out to one of the small Islands instead even? Tanks could be used if Governor’s Island was the layout. It even has a National Monument that would probably provide a great base/landmark. There is some smooth sailing in the middle across a rather large park area. That’s got to be ideal for tank play, and all around the edges are buildings of sorts. Lots of places to hide. Looks like a great Capture the flag layout. If you think that is too big, a crashed Alien Craft tipping over the Statue of Liberty on Ellis Island could also allow for some tank and caravan play between, around, and even over the nearby trees. I think that location would be ideal based on layout and size of what I have seen from the MP so far. It is somewhat barren normally but with two opposing military factions that set up camp on either side it could make for a very playable setting. Image barreling through the staircase inside the statue shooting through melted blast holes here and there, and even shooting out the eyes of her head. The spears on her crown could even have pierced some Alien Vehicles when it fell. Smoke and fire everywhere as the battle pushes on and beautiful NY as the horizon (minus the Twin Towers RIP)
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Josee Leach
 
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Post » Thu Dec 01, 2011 4:37 pm

IgnEh, I suppose that is reasonably feasible and would open up some at least unique options in how to play the game.

Before I continue, let me admit my bias. Vehicles in Crysis to me seem to overshadow the primary gameplay mechanic, the Nanosuit. This being said, I understand other people do in fact like this particular feel of gameplay, which is also perfectly fine.

But I feel I must reiterate the point: An even moderately urban environment with indoor areas quickly increases the number of players needed to make a map feel populated. Ignoring technical aspects, and only looking at the player side troubles, two things come to mind.

1: Initial population of a server. Obviously, noone would want to join into a game with only 3-4 players on a map that needs 50+ or more to ever see someone else. This would limit frequency of use.

2: Keeping enough people online during slack hours. Obviously, this depends on the overall popularity of the game mode, but if the low player-count portion of the day dropped these servers to the point of boredom, then point 1 would become a constant issue.

Again, the idea has merit, but those two factors seem they would make it less practical to implement than is really justifiable. The scale and scope of it are so different from the stated scale and scope of the box game that it would inherently not appeal to a statistically significant portion of the player base, the technical difficulties would make it unavailable to another large group, and long story short, it turns back into the "PC exclusive content" debate that keeps running in circles.

TL:DR Good idea overall, difficult to make work, might do better as a mod or DLC for the sake of practicality.
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Anna Krzyzanowska
 
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Post » Thu Dec 01, 2011 4:58 pm

[quote]@JingleHell You lead me right into the next point which CaveManNinja lightly touches on. If the tracks are blown out on a tank, or another other vehicle can not move, that doesn't mean it is useless. Carcasses of war machinery could littler the streets and provide cover, lead the flow of the map, or even subconsciously point it's giant cannons at the enemy 'bases'. They could also be stationary and used as large turrets or guard posts to overcome while traveling the distance of the map. I see that most of the comments here are intended to mean using vehicles for transportation.

It is important to think of New York as a backdrop. Maybe pull out to one of the small Islands instead even? Tanks could be used if Governor’s Island was the layout. It even has a National Monument that would probably provide a great base/landmark. There is some smooth sailing in the middle across a rather large park area. That’s got to be ideal for tank play, and all around the edges are buildings of sorts. Lots of places to hide. Looks like a great Capture the flag layout. If you think that is too big, a crashed Alien Craft tipping over the Statue of Liberty on Ellis Island could also allow for some tank and caravan play between, around, and even over the nearby trees. I think that location would be ideal based on layout and size of what I have seen from the MP so far. It is somewhat barren normally but with two opposing military factions that set up camp on either side it could make for a very playable setting. Image barreling through the staircase inside the statue shooting through melted blast holes here and there, and even shooting out the eyes of her head. The spears on her crown could even have pierced some Alien Vehicles when it fell. Smoke and fire everywhere as the battle pushes on and beautiful NY as the horizon (minus the Twin Towers RIP)[/quote]

I kind of see the statue of liberty area as a little bit bland, its just a flat area, and the amount of people needed to fill the map would be too large. The Statue of Liberty is also too big, so climbing it would be useless.
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Erich Lendermon
 
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Post » Fri Dec 02, 2011 3:37 am

I'll wait for Cry-Tom to answer these questions, as they all seem to be directed at him.
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Alada Vaginah
 
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Post » Fri Dec 02, 2011 12:21 am

Pity there won't be a VTOL or chopper mission taking on some aliens in the air (almost as with Crysis 1).

Think those tall NY buildings will make for some intense flying and aerial combat :P
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sally R
 
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Post » Thu Dec 01, 2011 7:38 pm

I actually despised the VTOL level in Crysis 1. The tornadoes were vaguely unnecesary, and flying the VTOL felt like drunk driving a lightweight rear wheel drive car on ice. (Do NOT try this to test the anology.)

And unless the controls got considerably less drifty, I would NOT want to fly ANYTHING around those buildings.
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Kay O'Hara
 
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Post » Fri Dec 02, 2011 1:45 am

I wouldn't mind flying around the buildings, or even go through or between the buildings.

Remember that the VTOL is strong, really strong. Having a big thing like that in a city would make it difficult for the player, yes. But look at it in a design perspective.

The only time the VTOL is overpowered is when it has you locked on and can kill you, but this can only happen within a huge space. Having small spaces for it to go by will prove difficult for the pilot. But this can also be an advantage as well, for those who can't take it down.

It'd be much harder to aim, but this will give foot soldiers a better chance to take it down, if they have the equipment.
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[Bounty][Ben]
 
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Post » Thu Dec 01, 2011 11:28 pm

[quote]I'll wait for Cry-Tom to answer these questions, as they all seem to be directed at him.[/quote]

Please don't wait. I think I got it wrong in my first post and mentioned him thinking he was the one that responded. That is probubly what got everyone mixed up? However, my comments were originally intended for you. I observed the mistake later but as we all know, there is no edit functionality for the forums yet.

Also, my statement lean more towards the MP side, but it would be just as awesome to play a level in the game with the Statue of Liberty and such.

@Cry-Lee With New York as a backdrop, what fantasy levels would you like to see in a game similar to Crysis 2?
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Nathan Risch
 
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Post » Thu Dec 01, 2011 7:09 pm

Sahdev, your point is good from a multiplayer perspective, although the last couple of posts were more relevant to single player use. Despite hating the VTOL in SP, that's more where I would prefer to see it implemented over MP. In MP, it becomes either a useless gimmick, or an overpowered monstrosity. Neither of those is something most people want to dump design time/dollars into.
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Nicole M
 
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Post » Fri Dec 02, 2011 12:34 am

Very complicated to be honest I have no idea.
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Kay O'Hara
 
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Post » Fri Dec 02, 2011 7:33 am

[quote][quote]I'll wait for Cry-Tom to answer these questions, as they all seem to be directed at him.[/quote]

Please don't wait. I think I got it wrong in my first post and mentioned him thinking he was the one that responded. That is probubly what got everyone mixed up? However, my comments were originally intended for you. I observed the mistake later but as we all know, there is no edit functionality for the forums yet.

Also, my statement lean more towards the MP side, but it would be just as awesome to play a level in the game with the Statue of Liberty and such.

@Cry-Lee With New York as a backdrop, what fantasy levels would you like to see in a game similar to Crysis 2?[/quote]

Yes, you accidentally mixed up Cry-Lee with Cry-Tom.
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Adam Porter
 
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Post » Thu Dec 01, 2011 5:36 pm

@JingleHell - You have a good grasp on what is realistic but I believe you are limiting yourself by not imaging what is possible. I bet if you focused more on what is just beyond reach you might just like it. My idea is an acquired taste.

As I have gotten older I have discovered there are three types of people, those who can count, and those who can’t. :] Just kidding, but actually I believe it is an ongoing theme that Enfadel and I have talked about a little in other forums about two types of people. He being very left brain and I being very right brain we come across this very often when coming up with Game and Level Designs.

As an artistic mind, I may lack the ability to truly understand it as you do but the world you are painting for me with your words seems pretty grounded by black and white rules and has me believing you favor less than gray-area landscapes and even possibly, linear gameplay. Arguably, creative design and good gameplay transcends beyond the mixed colors, and is as evident and indistinguishable as Red, Green, and Blue. Linear and Open-world are not enemies, they exist together. So how do you propose a developer makes a game that has the colorful variety a large market desires, but translates it’s hardcoe game objectives and mechanics clearly and profitably?

Surely, you have a favorite game that comes close or an idea of something you would like other games to incorporate? If so, please share. Life isn’t all, can’t dos, and with a lot of perseverance you might observe more things being possible then you originally imagined. I would never have climbed a waterfall, crossed a desert, finished a marathon, purchased my dream car, flown a plane, or made love to a beautiful lady, had I given in.

I am vaguely reminded of the teachers and coaches growing up that always told me why something wouldn’t work. Don’t get me wrong, there is a time for reality checks. But what I have found best for my personal road to success, is finding the kind of people that not only don’t say no, but take the steps to contribute. They didn’t say this limits me, but instead help others to find ways to overcome their obstacles. I believe it is important that we are an open minded community and that any idea, great or small, be at least acknowledged. As a melting pot of lifestyles, equipment, cultures, and languages mixing together here and in any thread or game board around the world, there are going to be good and bad ideas, different ideas, and that diversity is what makes a lot of these boards wonderful.

I am the kind of guy that likes choices in my games and understand in overcoming the limitations of a game's engine has actually made the recycling areas and compounding a gameworld more open to the player. You seem pretty knowledgeable, what part of the United States are you from?
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Wane Peters
 
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Post » Thu Dec 01, 2011 3:54 pm

@ cry-lee
sorry for mixing you two up, i saw cry-tom in your post and must have put it down. Nothing personal :) if you can answer then by all means please do so
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Lawrence Armijo
 
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Post » Thu Dec 01, 2011 5:11 pm

@Neo, I didn't say it couldn't, wouldn't, or shouldn't happen. I merely pointed out that I don't want a game to be released incorporating so many differing scales of gameplay as to feel washed out.

The issue isn't that I dislike the idea, the issue is that if it doesn't go with the scope of the game, it becomes a gimmick, and releasing a gimmick is one step away from being another boring dime a dozen franchise.

I actually enjoy all styles of gameplay, not just linear, with a slight preference to more open games with the increased replay value. I couldn't tell you how many times I've played through the first three levels of the original Crysis doing things just a bit differently each time.

Now, to an extent, you are right, in certain aspects, I do believe in black and white. I just see them from a different point of view than most people. It isn't that I consider a good many things impossible, its that I consider everything possible.

When you consider EVERYTHING a possibility, the worst thing you can do is allow for too broad a scope. For example, after I recovered from a long hospital stay from a rather nasty debilitating disease, my way of getting back in shape was to start rock climbing. I didn't let anything stop me from making the next ascent.

The issue isn't that I believe something can't be done, outside physical laws that we don't even understand entirely yet. What I do believe is that certain things don't mix. While it would have been theoretically possible, I didn't get out of the hospital and gear up for an everest expedition with a plane ticket leaving in three days. The scale would have been unreasonable, with a very definite dis-incentive for failure.

By the same token, if Crysis 2 is released feeling like a bargain store mix n match bin of game styles and ideas taken from other shooters, it will end up being watered down, not taken seriously, and destroy a company that does true groundbreaking work.

While it might be possible to make a game that does every aspect of everything you could ever see in an FPS, and does it well, the odds are good you would spend a large amount of money, causing a more expensive game, which large numbers of people would then choose NOT to buy, because it certainly costs too much when they know quite a few of the features don't fit their style of play.

And just to add to that, something covering that broad of a scope would invariably end up being PC exclusive until we get considerably more powerful consoles on the market, and with PC games selling less copies than console games, this would merely increase the already likely to be prohibitive pricing and drive a good company into the ground.
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hannaH
 
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Post » Thu Dec 01, 2011 9:35 pm

Crysis 2 will be just like crysis warhead when its movie time u watch to understand the story :)
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Naomi Ward
 
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