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PlayStation (Games) Entertainment Games

GDC Wraps Up With Surfeit Of Coverage 15

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GDC Wraps Up With Surfeit Of Coverage

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  • Jade Empire looks totally awesome
    I really had my doubts that the game will ship in Q4 2004, but seeing how sharp it is now makes me think that Jade Empire will indeed be released this year. If the other portions of the game live up to the BioWare standard then Jade Empire should be the best console game the company has ever created.

    I love Bioware's games, and if this turns out to be the best they've ever created .. well .. wow
  • by Anonymous Coward
    It's a shame that Metal Slug Online will be 3D. Wouldn't it be wonderful to see a 2D MMO game?

    Jeah jigz
    • Re:too bad (Score:3, Interesting)

      by MoonFog ( 586818 )
      Why would 2D be better than 3D ? From the article:
      For the first time in the Metal Slug series, the characters and game world will be drawn in 3D, which is natural considering the developers expect thousands of players to play the game simultaneously (it's hard to fit that many character sprites in a 2D plane, however long it is).
      • Re:too bad (Score:1, Insightful)

        by Anonymous Coward
        Obvious solution: make the world larger. If cities were actuially city sized, there wouldn't be this congestion problem Right now, I see that most towns/cities contains like 20 buildings, for example; why now multiply that by 10 (after all, it's 2D, it's going to be easier to increase map sizes)?

        2nd solution (which can be done simultaneously) is to have layers: so that all the action is still in 2d, but there's an option to switch layers/planes at different locations (imagine seeing your comrads taking out
        • I still don't see why you should want to do this. 3D is according to the article less work, and 3D looks better, even in a MMO game.
  • GDC (Score:5, Interesting)

    by Vexware ( 720793 ) on Saturday March 27, 2004 @05:51AM (#8688248) Homepage

    First of all, I would like to start by saying that though Metal Slug Online could sound like a nice game concept, there are several problems posed. When you say the words 'Metal Slug', the instant reaction is the thought of that classic side-scrolling shooter with its unique character and charm, because that is what the game is all about: wreaking havok in city streets with heavy weapon power sideways, in pure arcade style. It is just something which I beleive cannot be recreated in 3D, simply because it wouldn't really be the same game anymore. Its side-scrolling carnage arcade gameplay made it what it is and what stays in most peoples' memories. If you try and evolve that environment into a modern 3D engine, and bring it online, it isn't really Metal Slug, but just another online game with big mechs. Metal Slug Online, if it comes through development, will be in my opinion like what Crystal Chronicles is the Final Fantasy series: a different game with the same name. Don't get me wrong, I am not saying that it is not a good game, on the contrary, but I am just saying that I feel that it is not in essence a Final Fantasy game, though that feeling may be related to the fact I'm an aficionado of the classic seventh and eighth episodes of the series.

    Next, in his speech Toru Iwatani made a good point about game developers having to be more open to and inspired by real life elements, but he also said he thinks game systems should be more simple. Of course we always say that the simplest gameplay is the best, but I think that if you have the desire to simplify it too much, a worse game experience can result from this. In a time where game engines and systems are continually evolving, simplifying the gameplay is a bit like walking backwards on a escalator going forward and upward. You have to design gameplay which exploits and suits these engine evolutions and in my opinion, simplifying the gameplay is somewhat limiting the gamer's control of how (s)he can fully use the newer and modern engines. Of course, I am taking a general example, as there are simpler games that do not rely on heavy engines and hence can afford to do with this simplified gameplay, but it can get somewhat scary when the idea is extended to deliver dog-digested horrors such as Kirby's Air Ride. I am all for good gameplay, and simple if you can make it so, but not if all it does is limit my enjoyment of the game because I cannot access instantly what I would like to with a more complex UI.

    I am truely a bit saddened at Dave Perry's "descent" (need I put that in double-quotes?). He seemed quite a bit of an idol for me when I first saw what gems he produced such as Earthworm Jim and MDK, but when I see corporate tripe such as Enter the Matrix, I really wonder what has happened to his creativity and his philosophy of originality in games. You can always defend him by saying that 'he was not provided with enough time' but by saying that you are just reinforcing the point of why the corporate scheme provides us with litteraly crap film tie-ins. I wonder if Shiny were planning to really work on the game at all, or were just relying on the name to sell in which cars have square wheels to five million fans. It seems they relied more on the second option sadly, and I hope this is not a phenomenom which will get to the companies we appreciate most. But then, this also goes to show how uneducated a lot of people are when it comes to films' promotional games. If this is how future games are going to be, then we are really looking at a sad future for video games as a whole.

  • Elixir then had to rely on its own internal testing to help marginally improve the title. The steep learning curve was the first casualty of no time. Demis realized it was there, but simply didn't have the additional months to spend doing anything about it.

    I thought Republic was pretty easy, personally (though I stopped playing it after the "plot twist" in the second city). The problem was that it was extremely tedious; you had to do basically the same thing over and over again to progress. There was li
  • Just my short review of GDC04 (this is my first "drunk slashdot post" so excuse the misspsellings). It 'felt' better then last year. Mostly because there where more employeed developers around (last year it seamed that half the people there were looking for work). But I didn't see much new technology/ideas. Maybe I just went to the wrong classes but there wasn't anything really "gee-wiz" this year. Microsoft's XNA is mostly just market hype as far as I can tell, and Sony was very quiet about their PS3 (alth
  • Serious Games Summit (Score:3, Interesting)

    by Pvt_Waldo ( 459439 ) on Monday March 29, 2004 @10:42AM (#8703524)
    It's not getting much coverage, but there was an extremely intresting Serious Games Summit at this year's GDC. Basically it was about the use of games and game technology for non-entertainment purposes. Training, learning, simulation, etc.

    For more information, see http://www.seriousgames.org

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