What would you like to see from Brink?

Post » Tue Apr 12, 2011 10:42 pm

I'm pretty sure that he can't retrace all interviews. Most of them were released after game conventions, some interviews containing info are already 1 and a half years old.


We've almost definitely got all of the information of the interviews up on these boards in some place or another, so you've got all the information you could want.
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lillian luna
 
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Post » Tue Apr 12, 2011 9:27 pm

"Richard Ham: From the outset, we wanted to create a character customization system that was so deep and varied that you would never run into another player that looked exactly like you. As we got deeper into development, we were faced with an incredibly tough choice: massively cut back the amount of customization options as well as the quality of the assets, or cut female models.

Ultimately, we didn’t want to compromise our initial vision of having incredibly varied character customization without hurting the artistic quality, so we decided to only focus on male customization and make that the best we possibly can. This was a very, very hard decision for us to make, but we feel that it was the right one for the overall quality of the game. (http://brink.chefenco.com/cut-brink-female-characters-a-very-very-hard-decision-to-make/)"


"Paul “MoP” Greveson Profile – Technical Artist: I’d love to see female characters in Brink too – I think we all would! In fact, we did explore female characters in our early concept art. However, given the realities of development, we had a choice between having a wide range of options for male characters, or a much more limited set of clothing options that allow for both genders.We figured it would be the best use of our time to have a big set of quality customisation options for males instead of less and lower quality for females and males."

"Aubrey “Bezzy” Hesselgren – Technical Game Designer: Also, you’d practically double up on animation (women move noticeably differently to men) doubling up on the production of animations, and the memory footprint for that. When asked wheter it would be worth to reconsider female characters instead of extra map Bezzy explained. Unfortunately, it doesn’t work that way.The people responsible for levels and gameplay are not the people responsible for the character customization assets. Not having female characters doesn’t get us extra time for other things. If only!"

And, as a bonus, one more reason female characters would be difficult.
"MoP again: One of the only things we really found challenging about fitting female characters into Brink’s gameplay proper is that in order for gameplay to be balanced, the females would have to be roughly the same height and width as the male characters in order to prevent any issues with hit detection or visibility. Since women naturally tend to be smaller than men in reality, it meant we had to be pretty exaggerated in terms of their proportions when concepting the early designs. It actually worked fairly well in the end but it was a lot more work than getting the males to look right at the same size. So, even though we did those early concepts and model tests, we had to end up dropping it for all the reasons that myself and other SD crew have mentioned so far."

http://brink.chefenco.com/splash-damage-explains-the-lack-of-female-characters/
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Amanda Furtado
 
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Post » Tue Apr 12, 2011 10:23 pm

ive seen those interveiws too and i must ask wat is a charater community
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A Dardzz
 
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Post » Tue Apr 12, 2011 6:41 pm

Did we actually just agree? /gasp
That....cant.....be....*explodes*
The female skins is an awesome idea, but I haven't seen any indication that they are going to be put in. It is a lot of work on the developers part to add another round of skins in(have to make the model, fit all the animations and weapons to the model, and a whole TON of other stuff). You might be able to persuade them by showing them how many females are actually going to play this game, and it is in their best interest to make sure they are equally represented. The reason why it is almost always male models only, is just due to average player base, especially for violent games, and the cost of creating a new serries of models is very expensive.(you can't just tweak a male model and make it female, unles you want to look like Fable2 with max str). Like I said it is an excellent idea, I fully suport it, and I wish you the best of luck in finding a support base to make this happen. You best bet is to make a thread and get every woman you know to post on it that will be playing Brink. I assume developers watch these forums.

Thats funny. The only speculation in my post is that dev's watch these forums, and her only hope is getting a mob together. You would be suprised what mobs of people can achieve. I guess I did read those interviews. Wow im so silly. Sorry for making you dig that up, im still recovering from my explosion. Guess I should be more assertive and less contructive when it comes down to it, hm?
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Sarah Bishop
 
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Post » Tue Apr 12, 2011 11:59 am

Thats funny. The only speculation in my post is that dev's watch these forums, and her only hope is getting a mob together. You would be suprised what mobs of people can achieve. I guess I did read those interviews. Wow im so silly. Sorry for making you dig that up, im still recovering from my explosion. Guess I should be more assertive and less contructive when it comes down to it, hm?

Those two interviews weren't actually that hard to find, so no worries. They are both in the top 5 most popular posts on brinkish. It gets to be a pain when people want a video interview source, cuz I have no idea which is which and have to go through them all. Not completely bad, though, at least I get to go through the information again.

I apologize if I seem like a know it all, I just jump on any chance to actually have a conversation on these forums as they are starting to dwindle. Not to mention that discussion is the best way to have new ideas or better perspective.

Personally, I think she will just have to save her hopes for a sequel, considering that sequels often look for things to add to the original game, and females are something that SD wants to do anyway.
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claire ley
 
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Post » Tue Apr 12, 2011 12:09 pm

I would enjoy a strong Character-Community, I think Brink would benefit strongly from that.

whats a charater community
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Kayla Bee
 
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Post » Tue Apr 12, 2011 8:45 pm

second that, gimme, gimme GIMME

I third it! :D
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Kat Lehmann
 
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Post » Tue Apr 12, 2011 2:21 pm

np, I apologize for trying to trying to provoke conflict.
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Rachel Eloise Getoutofmyface
 
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Post » Tue Apr 12, 2011 11:10 am

I really hate playng vs boots, for that i can play offline with no internet at all, i hope they allow servers with no bots, cuse bots really svck, its really depressing when your playng think ur pwning then realize its all boots oO
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Hearts
 
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Post » Tue Apr 12, 2011 9:06 pm

i would love to see amazing clan support from this game. if it can up the clan support a little more or even at the level CoD is then it will be the best game on the market in my opinion with what it brings to the table as far as gameplay
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joseluis perez
 
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Post » Tue Apr 12, 2011 12:22 pm

I really hate playng vs boots, for that i can play offline with no internet at all, i hope they allow servers with no bots, cuse bots really svck, its really depressing when your playng think ur pwning then realize its all boots oO

Supposedly, the bots in Brink are realistic enough to fool many players into thinking they are a real person. They also seem to be able to scale with players in order to match their ability. Which also means that they are able to pose significant difficulty to any player, if these claims are true.

But how objective are the claims? On one hand, many of the people working for SD are in fact very skilled FPS players, and would most likely be able to spot bots better than an average person. On the other hand they are trying to sell a game and may make exaggerated claims.

But, yes, you are able to turn them off. I personally see no need to. If half of my team leaves, I would be glad to have bots balancing the team numbers, even if they aren't that good. I would also be glad to have a balanced enemy team, as fighting against a weaker force tends to be boring.
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Courtney Foren
 
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Post » Tue Apr 12, 2011 11:34 am

whats a charater community

Well, either he is referring to the character of the community. As the character of the internet is mostly bad, every open community (e.g. a game-community) is most likely of a bad character, too.

Or he is referring to the character-system in the game, which would make more sense concerning the typing "character-community". But that doesn't make much sense to me. (I haven't looked through the whole interview (read: context) right now, though.)
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David Chambers
 
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Post » Tue Apr 12, 2011 8:14 pm

Well, either he is referring to the character of the community. As the character of the internet is mostly bad, every open community (e.g. a game-community) is most likely of a bad character, too.

Or he is referring to the character-system in the game, which would make more sense concerning the typing "character-community". But that doesn't make much sense to me. (I haven't looked through the whole interview (read: context) right now, though.)

I gotta confess, the term "character community" makes me think of something like The Sims, for when you aren't shooting at people. But I don't really have a clue either, hopefully OP will come and clear things up.
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barbara belmonte
 
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Post » Tue Apr 12, 2011 2:55 pm

I admit I don't even rightly know, I primarily focused on the "community" part and took that to mean things such as clans, a strong online following, and the like.
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Laura Simmonds
 
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Post » Tue Apr 12, 2011 1:52 pm

I would like to see map editor and PS Move support :)
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Peter lopez
 
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Post » Tue Apr 12, 2011 10:21 am

... PS Move support :)


Interesting, initially it sparks my interest but I predict that there are a lot of reasons (many to follow in this thread) of why it wouldn't work.
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Sarah MacLeod
 
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Post » Tue Apr 12, 2011 10:34 pm

"To use SMART, rapidly shake the controller up and down. ... To aim, target the enemy with your controller. ... To aim while using SMART, do not use PS Move."
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Sweet Blighty
 
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Post » Tue Apr 12, 2011 10:21 am

"To use SMART, rapidly shake the controller up and down. ... To aim, target the enemy with your controller. ... To aim while using SMART, do not use PS Move."


There's a reason there isn't very many good shooters for the Wii/Kinect/PSMove...they don't respond well enough for complex actions.
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Carlos Vazquez
 
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Post » Tue Apr 12, 2011 8:41 am

There's a reason there isn't very many good shooters for the Wii/Kinect/PSMove...they don't respond well enough for complex actions.



Which I can understand, sadly Virtual Reality isn't quite here yet.
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Jennifer May
 
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Post » Tue Apr 12, 2011 10:44 am

Which I can understand, sadly Virtual Reality isn't quite here yet.

On a better note, I have been told that 3d TVs can really make some games sparkle. I have yet to actually try it myself, and a friend of mine says games are still hit or miss, but some of them are apparently amazing.
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Celestine Stardust
 
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Post » Tue Apr 12, 2011 6:06 pm

I haven't seen any of them in action first hand, waiting for the "hardcoe" gamer friends of mine to pay the big bucks and get them. I do think that they could be largely beneficial to video games, I'd even prefer that to 3D movies.
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Lil Miss
 
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Post » Wed Apr 13, 2011 12:02 am

"To use SMART, rapidly shake the controller up and down. ... To aim, target the enemy with your controller. ... To aim while using SMART, do not use PS Move."


Sorry, but this doesn't make any sense. Why would you need to shake it? Can't you just hold button like you would with normal controller?

There's a reason there isn't very many good shooters for the Wii/Kinect/PSMove...they don't respond well enough for complex actions.


I don't think that we should compare Kinect with PS Move and Wii, as they are completely different things, and when it comes to Wiimote+ vs PS Move, Move wins hands down when it comes to tracking and accuracy.
And please bear in mind that Move is still very "young", so how can we say that it will not work? Lets wait until SOCOM and Killzone 3 come out, so we have at least couple shooters as a sample of Move's relevancy in shooters.


I am not saying that it would work like a charm, but I won't say it couldn't, because we still don't know the limitations of the hardware and ingenuity of some developers (SD...cough...SD) ;)
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Cesar Gomez
 
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Post » Tue Apr 12, 2011 1:22 pm

Sorry, but this doesn't make any sense. Why would you need to shake it? Can't you just hold button like you would with normal controller?



I don't think that we should compare Kinect with PS Move and Wii, as they are completely different things, and when it comes to Wiimote+ vs PS Move, Move wins hands down when it comes to tracking and accuracy.
And please bear in mind that Move is still very "young", so how can we say that it will not work? Lets wait until SOCOM and Killzone 3 come out, so we have at least couple shooters as a sample of Move's relevancy in shooters.


I am not saying that it would work like a charm, but I won't say it couldn't, because we still don't know the limitations of the hardware and ingenuity of some developers (SD...cough...SD) ;)

Whatever happened to simple light guns? they still have them at arcades, and the NES had one so it cant be that hard. The last time i remember seeing one for a console was for the Dreamcast, released with a resident evil game. I have to imagine the technology behind a gun that sees where you aim would be easier and more practical for FPS games than motion tracking. You could have movement and other commands done by the other hand, heck, put some extra buttons on the gun if you have to.
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Rude Gurl
 
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Post » Tue Apr 12, 2011 12:43 pm

Time Crisis my friend, Time Crisis.
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Matthew Aaron Evans
 
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Post » Tue Apr 12, 2011 11:35 pm

Time Crisis my friend, Time Crisis.


Didn't like it, I hate shooters on rails.

Yeah, I remember these, Shadowcat :) Had one on my 8 bit SEGA, like in mid 80's. These were the times :)
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Undisclosed Desires
 
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