"linear shooter"

Post » Fri Dec 02, 2011 4:57 am

@JingleHell - I am slightly confused because I read and understood your statement the first time you posted it. You are going to get no where if you think your need to argue opinion. There are no right and wrong answers, I was merely asking you to use your imagination in defining your own game for either the linear or open-world game of your choosing.

In case you need it printed in black and white, what kind of game would you make? What game have you played that has specific elements you wished were in other games? And what part of the United States do you live in?
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Baby K(:
 
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Post » Fri Dec 02, 2011 1:07 am

Not sure how relevant your last is, but Texas, formerly Colorado.

As far as my perfect game? Probably a Cryengine first person RPG with a Dragon Age: Origins combat flow, although obviously without the need to pause incessantly.

That being said, too many games are good for too many different reasons for me to nail down any one perfect. Crysis would be close to my ideal in a "serious" shooter, with a couple of gameplay aspects that could use tweaking. Seamlessly blended freeform gameplay in a feasible science fiction environment. Take out the utterly inane and unnecesary VTOL level, and make the large-scale strategic portions of the game involve either more or less independent function, and I would have no complaints outside minor technical bugs that didn't hurt immersion badly.

For me, it isn't so much about what's in the game, as how its implemented, and consistency. If I see a game that goes from GTA sandbox complete with car stealing to Tekken style melee combat and pulls out to RTS control of an entire crime syndicate, my reaction is going to involve laughter and a few choice words about the game designer's mother's reproductive and chemical habits.

Any game has the potential to be great at what it does, as long as it knows what it does, and sticks with it. Despite loving Crysis, I think Wars had some fundamental flaws involving this specific topic, including too few maps of any given size, too many variables for any one game mode, and so forth. An Instant Action server that generally sees 6-8 players should have more than 3 maps that don't require someone poking you with a rusty wooden spork to keep you awake.

Don't spread too little butter across too much bread, and I'll most likely accept any game for all its flaws.
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Len swann
 
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Post » Thu Dec 01, 2011 9:31 pm

[quote]Not sure how relevant your last is, but Texas, formerly Colorado.

As far as my perfect game? Probably a Cryengine first person RPG with a Dragon Age: Origins combat flow, although obviously without the need to pause incessantly.

That being said, too many games are good for too many different reasons for me to nail down any one perfect. Crysis would be close to my ideal in a "serious" shooter, with a couple of gameplay aspects that could use tweaking. Seamlessly blended freeform gameplay in a feasible science fiction environment. Take out the utterly inane and unnecesary VTOL level, and make the large-scale strategic portions of the game involve either more or less independent function, and I would have no complaints outside minor technical bugs that didn't hurt immersion badly.

For me, it isn't so much about what's in the game, as how its implemented, and consistency. If I see a game that goes from GTA sandbox complete with car stealing to Tekken style melee combat and pulls out to RTS control of an entire crime syndicate, my reaction is going to involve laughter and a few choice words about the game designer's mother's reproductive and chemical habits.

Any game has the potential to be great at what it does, as long as it knows what it does, and sticks with it. Despite loving Crysis, I think Wars had some fundamental flaws involving this specific topic, including too few maps of any given size, too many variables for any one game mode, and so forth. An Instant Action server that generally sees 6-8 players should have more than 3 maps that don't require someone poking you with a rusty wooden spork to keep you awake.

Don't spread too little butter across too much bread, and I'll most likely accept any game for all its flaws.[/quote]

My pefect game would be an FPSMMO. I imagine something like the battlefield of Afghanistan, with entire cities and battle sites moddeled. You have two sides, the US and Al Qaida. You choose one side and stick with it until you win or lose the war (you could create other characters), working your way up the chains of command. You get a big map of Afghanistan with the major cities all being moddeled, along with the real battle sites out in the country. You can choose which battle to enter, and on the map it gives you technical information like # of people in the map, # of team casualties, etc. You can then join a battle, and its a sort of territory war. Your rank starts out as a private, and depending on performance you get promoted or demoted. Each kill or tactical objective you do also gets you TP (training points). You can use these to "train" your player to be certified as a tank specialist, a medic, or air specialist. Your entire team also has a currency that they get from killing the enemy or an objective, and you can use this currency to buy specialist weapons like tanks, UAV, Helicopters, Bomber Jets, Fighter Jets, APC's, etc.

The chain of command is what sets up the objectives. If you can promote yourself up to a General, you have the ability to set commands for the ranks lower than you, that are within your squad (something like 12 player squads). Your team gets extra TP for completing the certain objective. If you are a high ranking general, you can literally set up and order armies to move to different battlesites, which adds a sense of strategy to the game.

Each battle will last until one team has total control of the area (>90%), and forces the other team to retreat. When one team gets majority control of Afghanistan (>75%), the main Afghanistan country map and ranks/training reset, to replay the course of the war again.

Of course my idea has a lot more to it and it's completely impossible to do with the current hardware and would have balancing issues, but its pretty much an FPS like ArmA II converted into an MMO set in Afghanistan with the destructability of Crysis 2/Bad Company 2.

Mmmm.... I would love a game like that, but my idea will of course never happen. Too complicated, too many man hours, too much hardware, and too many balancing problems.

One can dream though. :P
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Beth Belcher
 
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Post » Thu Dec 01, 2011 9:47 pm

The major problem I see with an MMOFPS is this: Do good FPS players get shafted in favor of an enforced leveling mechanic to increase accuracy so that progressed players don't feel like they're taking it in the shorts? And should playtime give you a chance to beat a better player in an FPS?

Perk systems already have trouble walking this fine line, I can't imagine trying to balance it on a large-scale MMO level.
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Jani Eayon
 
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Post » Fri Dec 02, 2011 5:09 am

[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]

Does that mean we can drive them in Singleplayer though ?
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Phillip Brunyee
 
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Post » Thu Dec 01, 2011 11:33 pm

[quote]The major problem I see with an MMOFPS is this: Do good FPS players get shafted in favor of an enforced leveling mechanic to increase accuracy so that progressed players don't feel like they're taking it in the shorts? And should playtime give you a chance to beat a better player in an FPS?

Perk systems already have trouble walking this fine line, I can't imagine trying to balance it on a large-scale MMO level.[/quote]

Yeah, i already said lots of balancing issues, i imagine that would be one of them. ;)

Ideally, i think that the only advantage players with more playtime would have is a specialized ability of certification like being a Tank Gunner or Sniper, and having command over the lower levels. The commands do not NEED to be followed of course, (unless it comes from the highest rank that orders the moving of armies, that happens automatically on the country map) they would simply be an incentive to gain extra Training Points and currency for your team, depending on the difficulty of the objective.

I imagine their would be a couple of perks like Sleight of Hand and increased accuracy, but the affect they have on the player would be minimal, and the "perks" would come to real soldiers in combat just from experience of warfare for so long.
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quinnnn
 
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Post » Thu Dec 01, 2011 7:45 pm

[quote][quote]The major problem I see with an MMOFPS is this: Do good FPS players get shafted in favor of an enforced leveling mechanic to increase accuracy so that progressed players don't feel like they're taking it in the shorts? And should playtime give you a chance to beat a better player in an FPS?

Perk systems already have trouble walking this fine line, I can't imagine trying to balance it on a large-scale MMO level.[/quote]

the Vtol unit will be in singleplayer
and no MMO maps!
and with vehicel in SP you shuld have vehicel in MP!
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Mel E
 
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Post » Thu Dec 01, 2011 5:17 pm

Ok, so in single player Crysis 1 I also had a goon squad of morons wearing red shirts and Jason Statham chasing me around, I didn't get them in multiplayer. Thank god.

Something that approaches the level of gimmick, such as an unnecesary forced garbage to control vehicle section in single player should NOT necesarily be in multiplayer. If I want to engage in dogfights while majorly intoxicated in a vehicle with the aerodynamics of a brick, I'll buy a dogfight style game, a few bottles of MD 20/20, and port the game to NES.

If I want to play a shooter, I'll play a shooter, and NOT have to worry about getting shot from the air by someone who can't hang on the ground.
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Ross Zombie
 
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Post » Thu Dec 01, 2011 8:26 pm

take for example the island in the beginning: you could drive around most enemies per boat and get past (i'm consciously not saying "kill") only ~ 10 people before entering the frozen ship cutscene. or you could kill about 60 (?) enemies total if you exterminated every single camp and completed the secondary objectives. however none of those choices really affected the course of the game and i think we're looking at the same thing again with crysis 2. open areas, multiple routes, little damage MUST be done, a lot can though. yet in the end crysis was a linear game so when they're announcing "sandbox style gameplay" will be mixed with linear shooter typical passages, all they're saying is that levels will be more diverse! if you remember the mine+alien level, and the frozen level they were -completely- linear, but they were chunks of corridor gameplay between chunks of more open gameplay. what we've seen of crysis 2 leads me to believe that these two fundamental elements will be scattered more, shorter corridors linking slightly smaller arenas. this allows the designers more control over the mood of the game without, imo, taking crucial freedom away from the player. crytek should hire me onto their marketing team.
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Timara White
 
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Post » Thu Dec 01, 2011 10:28 pm

[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]

pretty big clue that there will be other bigger maps outside of new york
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Kat Ives
 
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Post » Fri Dec 02, 2011 4:09 am

As long as they can make the story better as a result, i can imagine crysis having an amazing storyline, but because of the huge maps it was a little diluted, because apart from the aircraft carrier, it wasn't really possible to have the 'omg' moments very often (but they were there of course).

Admittedly it probably won't be as good for messing around in (i.e. throwing chickens at koreans and generally exploring the beatuiful scenery), but if it makes the game more intense and more fun overall i'm all for it.

But, please crytek, please focus on singleplayer! As much as everyone seems to love multiplayer, there is nothing new to be done with online fps multiplayer now that we haven't done a million times over the last 15 years, so please make your single player an absolute masterpiece and you'll have my vote for best game ever :)
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Eoh
 
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Post » Thu Dec 01, 2011 11:03 pm

[quote][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]

Not really, if anything it's a hint that there isn't, the vehicles will likely be small ones and land based, because there's not enough room for the air based vehicles.
pretty big clue that there will be other bigger maps outside of new york[/quote]
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Beulah Bell
 
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