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Square Enix and LucasArts Talk Next-Gen Positioning
Posted by
Zonk
on Tue Aug 08, 2006 05:35 PM
from the everyone-and-their-bandwagon dept.
from the everyone-and-their-bandwagon dept.
A number of companies have released some small details about their plans for next generation gaming. This week, Gamespot has new information from Square Enix and Lucasarts about their upcoming plans. Square, it's reported, sees the need for dramatic change in the industry; a physical game device or something for the DS might be in the offing. Lucasarts, on the other hand, has partnered with MechAssault developer Day 1 studios for an unnamed title with signature multiplayer elements and episodic content. From that article: "However, while the Day 1/LucasArts mystery project will feature downloadable content, Thorley would not say if it would adopt an episodic model a la Half-Life 2: Episode One and its two models. 'With the way [console certification works] the challenge is the economics of [episodic content],' he said. 'While we're not prepared to say whether we'll have episodic content for this new title, under certain circumstances it makes a lot of sense.'"
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Lightsaber (Score:3, Interesting)
For example, how are they going to handle the hitting-air-when-lightsaber-hits-lightsaber problem? I know there are a number of ways to resolve it, I just want to know which one they're going with.
Re:Lightsaber (Score:2, Insightful)
How many people ever actually beat the old Nintendo track & field games by running on the pad? Everyone used their hands to just slap the hell out of it.
Re:Lightsaber (Score:2, Informative)
Re:Lightsaber (Score:1)
Re:Lightsaber (Score:2)
Why don't developers release more minigame collections? I'm not talking about NES revival, but if they could give me 20 NES-equivalent games with decent (not even state of the art) graphics for $50, I'd do it.
You don't have to wow me, game developers! Just start churning and burning! Let democracy declare the
Re:Lightsaber (Score:2)
Re:Lightsaber (Score:1)
The Geek is strong with this one...
In all seriousness, I, too, am awaiting a lightsaber game for the Wii. Better put me in the boobie hatch, too. :)
Re:Lightsaber (Score:2, Interesting)
Re:Lightsaber (Score:3, Interesting)
well, combining those that others have suggested with some things I can think of, here are some (note that they aren't necessarily realistic but still have significant immersive effect)"
1) When you hit, your saber on screen fades, and is powerless until you pull it back through the point where you hit, effectively training you to act like you connected.
2) When you hit, the enemy doesn't move, but rather, you "push yourself back", and the camera moves back to your new position.
3) When yo
Or, the most obvious (Score:3, Interesting)
Your on-screen saber behaves like a real sword would, e.g. it remains where it would remain if you had hit something hard. As soon as you move your controller into a position which would be physically possible again, the on-screen saber snaps to that position.
The on-screen saber could also constantly move to the "nearest physically possible" position without moving through any on-screen objects while you move your controller through "impossible" positions.
Rate of change in the game industry (Score:3, Interesting)
The only real suggestion that's being made here is that the interface between the gamer and the game will change. But we've seen that happen as well. From the floor pad and the light gun to the eye toy and the Wii controller, the interface is being adapted all the time.
Certainly even integration with toys has been considered before - but it's often been rejected due to the expense and the low-profit margin for the developer (making an already niche application even more expensive.)
The real excitement now, I think, is that there are so many options at once for console games to connect with the other things. Games can potentially connect to cellphones via SMS (or even voice!); to the player while he's away using IM or email; post updates on blogs; control local bluetooth devices; or sync with handhelds and PDAs.
Yesterday developers needed to create the devices that changed how players interact with their games. Today these devices already exist in the hands of our players and what we need to do is find creative ways to take advange of that.
Re:Rate of change in the game industry (Score:2)
Re:Rate of change in the game industry (Score:2)
I understand your sentiment and a few years ago I would have wholeheartledly shared it. But I would have
Re:Rate of change in the game industry (Score:1, Interesting)
What I want to see is this: I want to be able to play the same game on multiple devices. S
Re:Rate of change in the game industry (Score:1)
Re:Rate of change in the game industry (Score:2)
not that i'm criticising, it just seems daft when you look at it objectively.
Re:Rate of change in the game industry (Score:2)
Crafting Alchemy in meatspace: 10-25 years and loss of voting privelages.
there is no confirmation of episodic content (Score:2)
And their first game is... (Score:3, Funny)
The adventure starts with Guybrush Threepwood finding himself in a mecha robot ready to do battle with LeChuck's robot!
What a game it would be! combining pirate adventuring with mecha warfare!
Re:Square / Enix Leading the Way? (Score:2)
Re:Square / Enix Leading the Way? (Score:2)
Re:Square / Enix Leading the Way? (Score:2)
I'm not saying S/E *can't* be innovative, I'm just saying their track record for innovation isn't there, in my opinion.
Re:Square / Enix Leading the Way? (Score:2)
Re:TIE Fighter (Score:2)
Re:TIE Fighter (Score:2, Interesting)
Besides, I'd argue that removing the shields made the game that much more challenging. And there's nothing quite like the feeling of blowing up rebel X-Wings in a TIE.