Future of Ritual, Sin Episodes In Question 39
The Escapist blog is reporting that several key employees have left Ritual. With the ongoing episodic title Sin Episodes up in the air, one has to wonder if any additional installments will follow the somewhat tepidly received first entry. From the article: "After five and a half years as the CEO of Ritual, Steve Nix turned up on the official id Software site as the new Director of Business Development. His reasons for leaving Ritual were not made public. Over two months ago on September 16th, Shawn Ketcherside also left Ritual after nearly six years with the company. He was the lead designer on Sin Episodes: Emergence. Today, former QA lead Michael Russell updated his blog with word that he was also looking for a new job. Last week, Russell had made a post calling out poor QA practices at Sony. He claims that the article was not the reason for his leaving the company."
Ding, Ding, Ding (Score:4, Insightful)
Re:Ding, Ding, Ding (Score:4, Funny)
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The original SiN wasn't anything to write home about either.. it was ok for a bargin bin pick up, but if I had bought it at full retail price I would have felt ripped off...
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That is, starting from a video game and THEN moving on to anime.
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Any FPS these days should bring the AI up at least to the level of the original Half Life!
Also, of course, there was very little variety: only a couple of weapons, only a couple of oppo
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That has nothing to do with being episodic though, I got Half-life 2 Episode 1 too and it was great, I can hardly wait for the next episode of it. It was perfectly good value for my money.
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HL2 Ep1 at least felt like the first third of a complete game design, though IMO they shouldn't call a game "Half Life" when you don't have the crowbar (and, in general, it was more of a puzzle game than a shooter, which I guess is fine for many people).
So episodic content HELPED you? (Score:4, Insightful)
Correct?
So how is this worse then paying $50 and getting MORE of what you don't like but at a higher cost?
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My CD of Sin has received some scratches over the years, and when I tried to install it the other day it wouldn't: So since Sin: Emergence also came with the original Sin as an extra, I thought it to be quite a bargain for 17-something dollars (pre-release price on Steam).
Whereas I enjoyed the (very outdated) original Sin, I didn't quite get into the main game: Somehow I got really annoyed by being limited to t
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Half Life 2: Episode One is the best episode/expansion/add-on for any game ever. Period. It's so great that I actually wrote my first ever game review [demodulated.com] shortly after my second run-through. HL2:E1 sells fo
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Epesodic CAN work. So can full game, in a retail box, on the store shelf. They can also both create horrible games! (SiN EP1 and SiN1 are good example of these).
Sometihng that is interesting to me is that the Fun:NotAsFun ratio was much better in HL2:EP1 then in HL2 (to me). Was this something to do with the fact that it was a bitesizes bit of gaming that could avoide some of the problems that longer games run into? I dono, we will probably only find out as more episodic conte
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If you enjoy games that tell stories (different from "interactive fiction"...still a game), you don't really have anything in the game world to choose from except the "novel".
Do you mean like those old "Choose your own adventure" paperbacks that presented a choice and had you flip to a certain page based on that choice?
"If you want to watch Alyx dance around the fire pole, goto Episode 1.1. If you want to hang out with Barney and drinks beers, goto Episode 1.2"
That would be pretty amusing, lol.
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- Chrono Trigger and Chrono Cross follow a different type of episodic content known as sequels.
- Doom 3 is the main game that is used as an engine demo. The developers released an "expansion pack" for the g
Normal turnover...? (Score:1)
(On a related note, I'm still bitter that I never got a write up in Slashdot after being at Accolade/Infogrames/Atari for six years. I guess lead testers don't count for anything.)
That's not fair (Score:5, Insightful)
New CEO (Score:3, Informative)
Episodes is fine if they are often enough (Score:2)
I like the Idea, I thinl HL2:E2, and E3 are going to be great, but the delays are killing me. I think the problem and solution are paradoxical. HL is
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So you're still playing Diablo, right?
What we need is not random content. What we need is better ways of generating non-random content. That's procedural generation, that's better dev tools, tighter dev practices, and better software overall. Then we get the same kind of thing -- developers toss in new content fro
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This is definitely an area of interest at our studio. Although some minor functionality i
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Build it into your engine, not your world editor. Of course both will have to support it, but the filler content should be generated on the end-user's machine, allowing it all to scale up more.
And it's not all "filler". Do it for your main content, too. Hire people who make interesting WinAmp visualisations and such, get shader people, have them think of ways
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I agree, the best algorithms would be supported in the engine. That way, an entire world could be nothing more than a transmitted seed number (plus the content to build it from). We're still a ways out from this sort
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What do you mean by "the content to build it from"?
I'll refer you to .kkreiger, an FPS in 96 kilobytes, as well as many of the other fun things from demoscene -- if by "content" you mean "reusable textures/materials and models", realize that those, too, can be generated.
The only content you should have to send is where you're deliberately changing a world generated from a scene. For instance, generate
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But quite honestly, I think what you're envisioning is not really all that practical quite yet - at least for our technology / game. The goal for us, at least in the near term, is to find a
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True enough. I do believe that there could be tools which would help with this kind of thing, though. For instance, an artist (not a programmer) could create a generic-looking chair