Tim Willits Interview: Lead Doom3 Designer 176
Joe writes: "PlanetQuake3.net has a interview with id Software's Tim Willits who is the lead designer and project manager of Doom 3. Tim talks about the new generation of level editing in Doom3, his favorite maps of all time, how designers and coders work together, and many other subjects. One of the most interesting parts of the interview was this question: 'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.'"
Hmmm (Score:1, Insightful)
Re:Hmmm (Score:1, Insightful)
If you believe Gabe and Tycho from PA, and I do, the exciting thing about Doom3 is the possibilities its engine opens up for games that really push the envelope.
Re:Hmmm (Score:1)
Re:Hmmm (Score:1)
it doesn't make a better game on its own, but it does allow the designers the freedom to make a better game.
blah blah, I'm still playin nightStalker on the Intellivision, like Doom3 could top that.
Re: (Score:1)
Re:Hmmm (Score:1)
Take Rayman 2, for the DC. The gameplay is sweet as hell, it's a fun game that's challenging but not frustrating. What makes it even better is just how mesmorizing, quirky, and beautiful the graphic for the game are.
I guess what I'm saying is, if the gameplay is good, go ahead, go nuts on the graphics. What could it hurt?
what I want to see is OLD-SCHOOL lag. (Score:3, Interesting)
It is VERY annoying to have sudden lag and see players hopping around on the screen. Explain to me how the hell you are supposed to compensate for that?
We need to go back to the way Q1 felt as far as lag was concerned. At least that way you could at least learn to adjust to the speed of your connection and change your aim accordingly.
Re:what I want to see is OLD-SCHOOL lag. (Score:1)
Re:what I want to see is OLD-SCHOOL lag. (Score:1)
Re:what I want to see is OLD-SCHOOL lag. (Score:2)
I have found that even though I might have MONSTER bandwith (with RR mostly) I have SHIT pings. I don't even bother to play anymore.
At least when I was on 56k playing Q1 I had a STEADY 185 ping (crctf.quake.erols.com) and I could actually do rather well. Now, w/broadband I have ping spikes and I am normally 80ms behind everyone else.
I would have rather played 56k back in 1997 than 3mbs in 2002.
Re:what I want to see is OLD-SCHOOL lag. (Score:2)
If you have a steady 185 ms ping with a 56k modem you're better off than an erratic 20-80 ms ping with a broadband connection.
That was true in 1997, and it's true now. If you could adjust your aim for that 185 ms ping then, you can now too -- I get railed regularly by people pinging 3x me because they've adjusted for their ping. One of the best Q1/2 players I know was on a modem the entire time and regularly beat people on T1 lines.
Re:what I want to see is OLD-SCHOOL lag. (Score:1)
Re:what I want to see is OLD-SCHOOL lag. (Score:2)
It then dawned on me that I could derive a new plateau of enjoyment from this game by hitting up the multiplayer (we had recently got broadband). Straight away I had visions of joining a clan and rising to a level of prominence. My strategy would confound...my reflexes would dazzle...the sheer artistry and elegance of the custom configuration on my war machine would revolutionize design standards. These were my thoughts as I received the instructions for my first clan audition.
Them: "Get in this machine and configure it with nothing but energy weapons."
Me: "But my design philosophy is really built arou---"
Them: "You want in or not?"
Me: "Yes sir."
I promise this is getting to the point. I couldn't understand why they were having me configure the machine like this, until they explained that all the other weapons were basically useless because of lag: You need to shoot about 3-4 seconds ahead of your opponent and this can only really be done with the energy weapons, because they travel instantaneously.
Three to four seconds ahead? Forget that...so ended my multiplayer Mechwarrior outing. I've been away from it for a while, so maybe it has got better. But the lag situation really took the life out of that 'net play game.
Re:what I want to see is OLD-SCHOOL lag. (Score:1, Offtopic)
Re:what I want to see is OLD-SCHOOL lag. (Score:1, Offtopic)
Prediction only works well for things that are, well, predictable! Large vehicles are great for this, because their ability to turn and change speed quickly is usually limited, hence a missed packet or three will cause a seeminly more abrupt change. RPG's take advantage of this because people generally move in a line, and it's seldom nescessary to follow someone exactly (they NEVER do traps very well, although maybe NWN does).
The golden rule though is that the server is always right. If your move-forward command didn't get there, you didn't move yet. If your screen shows you moving, it is lying to you. I think the client side should only predict ahead about 1 or 2 packet-times, and it should always smoothly correct paths and speeds accordingly.
Otherwise, things work as they do now, and anyone who constantly dodges in semi-random ways will appear to blit to different parts of the screen under all but the best latency conditions.
HINT to ID (and friends): Not everyone can get 80ms, and 2 packets lost puts the predictive code a good 250ms into badness.
Re:what I want to see is OLD-SCHOOL lag. (Score:1, Offtopic)
For example, "pushlatency 0" means that any lag above 0 miliseconds is lag you want to not have predicted. That is most likely what you are looking for. So you get an efficient network protocol, but the client doesn't try to hide the lag. "Pushlatency 0" is effectively "What You See Is What You Get". While "pushlantency -500" means that any lag above 500 miliseconds (half a second) is lag you want to not have predicted. Such a setting is useful for modem players that want a smooth feel, but still want to "feel" any extreme lag.
I still play Quakeworld regularly, and I usually have less than a 100ms ping, and I play with "pushlatency -2000". Such a setting basically says "give me full prediction and hide all my lag". If your lag goes above 2000ms, that means its been 2 minutes since your client has talked to the server. So with that lag, you most likely aren't connected to the server anymore
Seeing as Quake1 is still getting graphical improvements in addition to many other improvements, and add in the fact that it is opensource and inexpensive... why not just play quake 1? It has gameplay as good as or better than all of the other FPS games out there.
Re:what I want to see is OLD-SCHOOL lag. (Score:1)
Re:what I want to see is OLD-SCHOOL lag. (Score:1, Offtopic)
The sad thing is, warping at least is 99% fixable. The big problems come when 1) players have their maxpackets+snaps+clpacketdup set too high, saturating their upload bandwidth, so the server doesn't receive the gameworld updates it expects, or 2) when players have very high packet loss and have a network card that implements packet caching, which confuses the Q3 engine by sending lost packets n+1 times when the server is expcting n=cl_packetdup. These are both problems which can be fixed with a little work or a $10 investment in hardware (or, sometimes, simply turning off packet caching in network card properties).
I have not yet found a n00b lagger whose lag was so bad that I couldn't make him stop warping with a little tweaking of network parameters, or in an extreme case, a new network card. Assuming his ping was under 400 or so, and he was willing to experiment (you would be surprised at how many laggers do it intentionally, esp at instagib servers). Not being hittable is a big advantage... especially when you play against good players, with >60% accuracy rates.
Re:what I want to see is OLD-SCHOOL lag. (Score:1)
The best on-line multiplayer experiences I've had were with Threewave Q2 and Mechwarrior 2: Mercenaries. In both cases, your ping was directly responsible for how far you had to manually compensate. It was consistent and it was fair. If you were dead, you knew it right away. With newer games, it feels like someone else is aiming for you.
Re:what I want is Counter-Strike lag. (Score:1)
Hmm... Sounds a lot like Build. (Score:4, Interesting)
Tim Willits: It is great for aligning textures and working with the lighting. Yes, we requested that feature be added, it is an example of the designers working with the programmers to make the best possible editing environment for the game.
This sounds surprisingly like the Build engine, which was used to create levels for Duke Nukem 3D and a few other 3DRealms games. The editor had a complete instance of the engine so that a level designer could go in and build levels around himself, aligning textures and specifying shading levels all the while. It was surprisingly intuitive once you figured out which keyboard key was responsible for which editor action.
Re:Hmm... Sounds a lot like Build. (Score:5, Interesting)
Re:Hmm... Sounds a lot like Build. (Score:3, Interesting)
It would also make an excellent in-game feature (Score:2)
imagine a "wall gun". somebody is running, running, you shoot, and a wall (of spikes) appear in front of him. he can't stop in time and loses 30% health. you laugh your ass off until another team-member hits the ground you are standing on with an "infinite abyss canon".
you can also do texture guns / mirror guns etc. imagine painting all the walls into (100%) reflective surfaces in real time, when you run into an enemy. (like in bruce-lee movies). or even spray the texture of yourself all over the place.
it would make an interesting game, for sure.
it would also make excellent "god" games. where you raise the lava or cause huge chasms in the ground, etc.
magic (Score:1)
Re:It would also make an excellent in-game feature (Score:1)
I thought MP wasn't implemented yet (Score:1, Troll)
Is this the same multiplayer that you haven't started yet [slashdot.org].
Re:I thought MP wasn't implemented yet (Score:1)
Re:I thought MP wasn't implemented yet (Score:1)
Re:I thought MP wasn't implemented yet (Score:1)
Re:I thought MP wasn't implemented yet (Score:2)
PlanetQuake3: Is Doom3 at the stage where everyone at id plays a deathmatch game over the LAN or is that stage a ways off?
Tim Willits: We are all focusing on making a great single player game and haven't started on the multiplayer component of the game yet.
Just because they haven't started the multiplayer component yet doesn't mean their engine design isn't complete enough that they know it will allow the features in your quote.
-Puk
Great!We've done it again!We should start a lobby! (Score:1)
Warning: MySQL Connection Failed: Too many connections in
Unable to select database
Re:Great!We've done it again!We should start a lob (Score:1)
Warning: Access denied for user: 'planetquake3@localhost' (Using password: YES) in
Warning: MySQL Connection Failed: Access denied for user: 'planetquake3@localhost' (Using password: YES) in
Looks like someone was displeased with the traffic...
Re:Great!We've done it again!We should start a lob (Score:2)
Warning: Access denied for user: 'planetquake3@localhost' (Using password: YES) in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42
/home/virtual/site2/fst/var/www/html/mainfile.php on line 42
Warning: MySQL Connection Failed: Access denied for user: 'planetquake3@localhost' (Using password: YES) in
Unable to select database
Seems they have some serious resources problems with the infamous Slashdot effect :)
dm1-6 (Score:2)
Any Hope for the Following? (Score:2)
Super Mario Doom: No more carts of jumping from platform to platform over mushrooms and barrels, its Mario goes a'Fragging.
M.U.L.E.'s revenge: The proletariate goes Marxist on Mechtrons, Gollumers, Packers, Bonzoids, Spheroids, Flappers, Leggites and Humans. No more colony tap-dancing contests, ever!
Bear Day Afternoon: Bentley rules these Cyrstal Castles with enough firepower to cut down even the surliest centipede, tree spirit or skeleton.
Cooking with the Iron-fisted Chef: Eventually everything looks like spaghetti and lots of it, marinara everywhere! Woo!
Star Wars: Attack of the Anaklones: If they could clone Jango Fett, imagine a clone army of twisted, anguished Anakin Skywalkers. May the force be with you, cause everyone else is on the last train out of town!
Living and Dying with Martha Stewart: Shrapnel and gore, but extra bonuses for tastefully arranging the recently departed. Watch for subpoena servers, though, they can bring down even the mightiest empire.
CowboyNeal's Duck Hunt: Point gun, hold down trigger, hours of entertainment or you could just tape down the button and leave for a while.
Enough with the trolling!!! ARGH! (Score:3, Insightful)
Doom 3 is a single player (our 4 player co-op) FPS game that is doing something most of you dorks haven't figured out yet. It's time for PC games to move beyond the Charlie Chaplin -> Talkies phase and into the Studio Picture phase. Doom 3 doesn't seem to aim for the blockbuster game of the year. Essentially, it's time for games to seperate the technology from the story and art. Every once and a while, a new game will be the first to showcase new technology, in the same way Star Wars recently started hitting up digital theaters. But, by and large, this is just a project to showcase some new technology which will not only try to tell a good story and make a nice profit off of it, but also to pimp the technology that powers it.
What makes this different from the projects like it in the past is that they are making no bones about what Doom 3 is... Doom 3 is to the game industry what "Harvey" was to the film industry. I guess.
Anyway.
Re:Enough with the trolling!!! ARGH! (Score:1)
Re:Enough with the trolling!!! ARGH! (Score:2)
Woe unto he who would compare PC games to movies, lest I should incant the unholy name "Wing Commander 3"
Yes, Doom 3 is awfully pretty, but it is not a shift in paradigm. It is an iteration going back to Wolf3d (or even further back to that wireframe star wars arcade game of the early 80s whose name escapes me).
Re:Enough with the trolling!!! ARGH! (Score:2)
Hmmm..... Perhaps it was called Star Wars...
Any chance (Score:2)
Changing the speed is a great idea (Score:2)
Why is adjusting the game speed a good idea? Well.. I used to play UT all the time, and then moved to Quake 3. Quake 3 was a far faster game (in gameplay terms) and I got to love it, and my 'skills' improved. When I went back to UT, the levels felt too big, the moving about felt slow and nasty, and I yearned for more speed.. so I just put it to 110% gamespeed, and it was more like playing Q3!
Adjusting game speed is quite important and I wish more games would allow you to do it. One of the first was Maxis's 'way ahead of its time' 1993 sim A-Train. [vidgames.com]
Re:Changing the speed is a great idea (Score:1)
Re:Changing the speed is a great idea (Score:1)
Even Quake1 had it: sv_maxspeed
It also had to be set on the server side unless you were running a mod that allowed the change from the client side.
I agree with you (Score:1)
It seems like every game tries to look good on pictures, and developers put zero time in building a good gameplay.
I remember the game Stunt Car Racer on Amiga 500. The models sucked and the environment looked like h*ll. But still it was one of the best racing physics I've ever played in a game.
I suggest game programmers look into some older games and learn from then, instead of looking at fancy rendered 3d graphics and say "hey, let us program that realtime!"
Tim Willits says: "a great time to be in games" (Score:5, Insightful)
I'm not so sure that I agree with this.
Is it really a great time to be 'in games'?
As a lone programmer, I say not. How many even slightly successful games these days are produced by single programmers or even small teams? Sure, there are a few very [isketch.net] successful [shockrave.com] examples but they're all lo-fi or Shockwave games.. and not the typical 'computer games' we're used to.
It might be a great time to be in games for the coders like John Carmack who have about 20 art guys behind them, or for individual members of their teams who get control over a tiny aspect of the game (like Tim Willits), but on a personal level, it kinda sucks right now.
Games have taken the same track as movies. In the early days of movies, a small team would make a simple enjoyable film of 10 minutes or so.. but then as time went by, the land of Hollywood came in and hundreds of people were required to make a single movie. In the 90s, we had indie efforts like the Blair Witch Project that took movies back to small teams again.. could we experience the same with computer games one day?
I know I just sound cynical, and I am ready for the 'Troll' and 'Flamebait' moderation points, but I just don't feel it's such a great time to be in the gaming industry right now.
Even as a -consumer- many of the games now are unoriginal and not as good (relatively) as they were in the 80s. Why is now such a good time?
Re:Tim Willits says: "a great time to be in games" (Score:1)
*end rant*
Re:Tim Willits says: "a great time to be in games" (Score:1)
Re:Tim Willits says: "a great time to be in games" (Score:2)
Allow me to explain.
Tim Willits was exclaiming his happiness about the state of technology. He gave his opinion, it's a great time to be in games.
He didn't say "it's a great time for wackybrit to be in games," now did he?
Re:Tim Willits says: "a great time to be in games" (Score:1)
Other examples (Score:1)
And another one that made
It can still be done. It just takes a bit of luck, some real dedication and a decent game before you actually get noticed.
Look around.... (Score:2)
Are you blind?!? Some of the one-person-developed games have gathered cult-followings!
Soldat [soldat.prv.pl]
Porra Sturvat [taat.fi]
Crimsonland [10tons.org]
Not to mention mods like Counter-Strike and Day of Defeat, also...
Map-Editor (Score:1)
Bye,
Squisher
FPS and why they continue to exist (Score:1)
About the P2P thing again... (Score:1)
Why the switch from a client/server setup?
Client/server has every advantage over for p2p except the obvious burden of the steep requirements to run a server. This doesn't seem to be a problem though as there are literally thousands of quake servers (never mind all the other fps).
When I am playing on a quake server my only concern connection wise is 'Can I send/receive packets fast enough to/from the server?' With P2P, I now have to have a good connection with each player, which obviously doesn't scale well. P2P is also only as strong as the weakest link. One player with a bad ping can hurt the experience for everyone. Nevermind the overhead of having to tell say 6 other computers where I am/what I'm doing in the gameworld versus telling one computer.
Id brought us the first popular online game experience with client/server and all the nice things like player prediction that made it possible to enjoy a fast paced game over a modem.
So what is Carmack thinkin?!
Is there some other advantage besides no need of a server that P2P has?
Shutup about Multiplayer! (Score:1)
For god sake just leave the multiplayer questions alone. I for one am very much looking forward to another engrossing SINGLE player game.
My favourite games of relatively recent time have all been SINGLE player games like Half Life, Medal of Honour etc. I really do prefer the scripted, well thought out drama, scares, fun etc. I vastly prefer this to the mindless blastfest that most multiplayer games seem to end up being.
So, please, just leave the questions about multiplayer alone. It'll be there, it just won't be the damn focus. I applaud them for trying to make a scary, moody game, and look forward to playing it.
No re-making ANY Doom 1 / 2 levels (Score:1)
Re:The most pressing question (Score:1)
As for various state laws regarding weapons on school property. Have you looked at the definitions they use?
Last year some girl was expelled because a kitchen knife was found in her car (what the hell were they searching it for in the first place?). The reason, she helped her brother move and it fell out of the box it was in. This was VERIFIED by the manager at the apartment he moved in to (that they used her car, etc. )
Yet, she was expelled. So, of course, she gets added to the list of people bringing weapons on school property and the list gets longer...
If thats the value of some of the data in the statistics it is USELESS. Of course there is an increase. 10-15 years ago it wouldn't have been considered an issue.
Re: (Score:1)
Re:The most pressing question (Score:1)
If you could go back in time and kill Hitler before he came to power, would you do it?
Would you have stopped the Columbine massacre from happening, if you could have?
I don't think we have a choice in this case. We are morally required to act against violence by eliminating the root cause, in this case violent video games.
Re:The most pressing question (Score:1)
Re:The most pressing question (Score:2, Informative)
I dont have the figures on hand, I'll leave it as an excercise to you to find them and prove me wrong.. But,
Market research these days shows about 90% of all video games are purchased by those 18 and over. Of those, 75% are purchased for the purchaser.
This myth that 'kids need to be protected' is crap. Kids are the tiniest fraction of the video game market, and are not the target audience of game publishers.
Adults are responsible for themselves.
As an adult I have the right to any entertainment I deem appropriate, from watching Barney and Friends to the most hardcore of hardcore porn.
You and your ilk have no right to force my hand through taxation, legislation, boycotts, or any other means.
When I was a tot, it was Dungeons and Dragons (non video-game) that was the root of all evil. Imagine encouraging people to pretend they're warriors fighting each other with swords. Gasp.
BTW, since when was Pac Man the first video game? You never heard of Pong? Pac Man was the first marketable video game 'character' to appear on lunchboxes, etc.
Re:The most pressing question (Score:2)
Whew. For a minute there I though that said: do
Re:Breaking News (Score:1)
Re:Breaking News (Score:1)
Hopefully... (Score:2)
Re:Gamers unite (Score:2, Funny)
Re:Gamers unite (Score:1)
Re:Gamers unite (Score:1)
Re:I don't get it (Score:1)
Re:I don't get it (Score:2)
I agree that the core gameplay of Quake-like games has gotten stale. But then you take a wild leap of fanboy logic with the above statement. Moving "in all different directions" is equated with "a lot more freedom"? That's crazy. It sounds like something from a circa 1997 debate over some comments in a
Re:I don't get it (Score:1)
I can agree with your general sentiment. A lot of the FPS aren't very original at all.
Yet the above quote doesn't make much sense to me. The most recent FPS I've played (SoFII & Medal of Honor) have the screen jerk when you're hit thereby messing up your aim, etc. Some of them also give you the ability to lean around corners, crawl, and when you walk your cross hair goes up and down (i.e. more accurately simulating what it would do if you were actually walking).
I also don't quite understand the comment about freedom and moving in all directions. I don't see any difference between FPS and vehicle games/shooters in that regard besides the limitation of a characters horizontal jump in a FPS. Yet I can't say that's a very useful comparison.
Tomb Raider? Resident Evil? Isn't there a lot of shoot'em up characteristics in those games too?
Re:I don't get it (Score:4, Insightful)
Quake
Quake2
Soldier of Fortune
Quake 3
Descent 3
And to be honest, I found the "Quake-alikes" to be a lot more fun; a lot more immersive, than Descent.
I've run for my life from a Shambler, gotten totally creeped out when I found a lab full of my fellow space marines begging for death, and laid patiently behind cover while scouting an area with the scope on my sniper rifle - great fun, all. I could suspend disbelief enough to make me care about what was going on in the game.
Descent... left me cold. Robots drifting around endless corridors? Why? Where's the motivation?
Story can really change a FPS into something much more than "run amok shooting baddies" - Bungie's Marathon is a prime example. Done well, it can really hold your imagination. And isn't that what fun is all about? Not every game needs an original play mechanism, if the story is gripping enough.
That's why Q3 didn't do much for me either - pretty engine, awesome control, gameplay that left me flat after a little while (no story) But hey, lots of other people love the game, so I don't have any problem with it. To each his own.
DG
Re:I don't get it (Score:1)
Re:I don't get it (Score:1)
There will always be a place for the story-oriented adventure games (every play System Shock 2 in the dark? shudder), but the multiplayer-only sport-style game is a great way to show off a new engine while you work on your story-based epic.
Re:I don't get it (Score:1)
In my opinion, Quake 2 or 3 never really scared the crap out of me. Descent 3 did, *OFTEN*. I can't tell you how many times I was zooming down a corridor and all of the sudden I hear missle lock kick in and the first thing out of my mouth is Oh $hit.
I admit Quake I was almost as scary to me. And I liked Quake I's single player MUCH more than I liked Quake 2's. But, nonetheless, the Descent series (especially D3) remains the scariest to me personally.
Descent 3 was a game made mostly for Descent fans anway. It "tied up" the loose ends of the Descent series.
Descent when it was introduced was beyond any engine's capability really at the time in a lot of ways. The first AFAIK to actually do a true 6 degrees of freedom. Most 3D engines still don't have this today. They all rely on the player being unable to do more than jump and move.
I'm not sure if the original Doom engine required convex polygons or not, that's the only "large" limitation that I remember the original Descent engine having.
Just my 2 cents...
Re:I don't get it (Score:3, Interesting)
Funny, I've always been the exact opposite. Although Quake (particularly 1) had potential, it was always "gee, another level, it's kinda weird, but what's the point? Why am I playing this?" Although Q1 felt something like Doom, which was nice to start out with, it wasn't carried through.
Quake 2 was infinitely worse in my book. "Another factory on another alien planet with... aliens to kill. *yawn*" It was all the same, all the way.
We won't discuss the lacking of Quake 3.
Oddly enough, I've been playing Doom 1 again lately, and it's been great. I really, really miss Doom's automap in new games (like everything after Doom), and even the quick story they have, coupled with the wonderful level design, makes it a much more interesting game in my book.
(I picked up Doom 2 recently too, and unfortunately it seems to suffer from some of the same problems as Quake did; nicer technology, less reason for me to play the game. And no, just shooting demons/aliens/whatever is not enough motivation for me to play something, particularly in things like Halflife where even if you turn things up to the hardest mode there are very few things to shoot. Red Faction was kinda fun though, decent if slightly bland story, but good level variety and lots to shoot at.)
Descent 3 also had a story coupled with gameplay that let you actually feel like you were part of the mission, at least for me. (Plus, it had lots to shoot at, and even an automap, woo hoo. Although I liked Descent 1's map better.)
Anyway, hopefully Doom 3 will bring back the old days of Doom 1, and it sounds like they're trying to flesh out the story, which will be cool. "Ultimate single-player FPS experience" someone said, and that'll be a nice break in a long line of bland deathmatch clones.
Re:I don't get it (Score:1)
Discuss what? The fact that Q3 has no story line? No Objectives than to go to the next map? Dude, its a multiplayer game. Q3 lacks nothing except for the latest PR from iD to combat the OGC. Q3 may lack what you want in a game.
My servers [allrails.net] stay full. I lack more servers.
Shinanigans! (Score:2)
So I call shinanigans on your "nicer technology,
Re:I don't get it (Score:2)
Ultimatly, it depends on what you want. I value gameplay very highly. While your gravity bound FPS are cool, I find myself coming back to descent a lot. Not for the story, but for the running around backwards from those clawbots shooting at them.
Of course this probably explains why I have a GameCube.
Re:I don't get it (Score:1)
Re:I don't get it (Score:2)
2) I agree that immersion is very important. I would posit that it is very subjective. Shareware (original) descent did it for me.. learning how to yaw roll, the first time I got buzzed by a vulcan mech or ate a homing missle, etc. Q1 let me down simply because (and I know this is unfair) it wasn't as creepy as Doom, and I'd already seen 3D done "better" with Descent. (I used a slow computer at the time and Q1 was just too pixelated and vomit-colored.)
Story... (Score:2)
Re:I don't get it (Score:1)
and yet you've advocated tomb raider 1-6? that tomb raider 1-6 were just nominated as an original game (maybe 1 could be counted)? or is this as games that aren't of the destroy everything that moves? huh? all ditto for descent 1-3 (again, maybe 1)? and resident evil? well, i didn't play the game, but i saw the movie -- it was along the lines of "kill everything that moves and looks mean." close enough.
Tomb Raider SUCKED (Score:1)
Hey, if you jump up there you can see her (insert female body part)
Horrible 3rd person camera....
And Descent just made people DIZZY!
It was a fun game though.
Re:I don't get it (Score:2, Insightful)
Reality Check (Score:1)
Obviously you've been playing all the new FPS in DM only mode.
Questions:
1) When was the last time you revived a fallen comerade with a needle so he could shoot flames down a hallway, clearing your way to cap zee documents? (RTCW)
2) When was the last time you sat tailgunner in a fighter/bomber while your pilot dropped bombs on unsuspecting American tanks, then downing the American fighters that come to shoot you down?
(BF 1942)
It's called teamplay. Thats what you're mising.
Re:.5 Life (Score:1)
Re:.5 Life (Score:3, Funny)
huh? (Score:1)
Re:The sheer size is supposed to be staggering... (Score:1)
Re:The sheer size is supposed to be staggering... (Score:3, Insightful)
In a word : no.
Re:Doom3 ? (Score:2)
I bet they're just jealous :>
Re:doom three (Score:1)
You sound like some [livejournal.com] Objectivists [aynrand.com] I know.
Re:doom three (Score:1)
Re:doom three (Score:1)
Re:Game logic (Score:1)
I actually thought that the interview was pretty lax on details, and I think Tim probably typed up those responses in five minutes in response to a single email.
Re:Game logic (Score:1)
Very true. (Score:1)
While many people were disappointed with HALO (and some for the mere fact that it came out only on XBox), I enjoyed the hell out of it. But I wasn't paying any attention to the game at all and only noticed it in the game press about a week before i bought my XBox.
I don't think that I will be disappointed with DOOM 3. Mostly because I am primarily a single-player game player, and I am jazzed that DOOM 3 will be focussing on the SP aspect.
Re:they're a bane to us all (Score:1)