Leonard Boyarsky On 'Fallout's Spiritual Successor' 25
An anonymous reader submits "Duck and Cover have interviewed Troika's Leonard Boyarsky about their currently unsigned post-apocalyptic game. He describes it as the 'spiritual successor to Fallout', which sounds good to me."
engine recycle (Score:1, Insightful)
This game needs roughly a two year development cycle, as we're building the engine along with the game. Once we finish the engine we could turn around another rpg in about 18 months. Since we're building everything you'd expect from a high end 3d engine into it (displacement mapping, bump mapping, specular mapping, real time shadows and lighting effects, etc) we'll be able to utilize this engine for several projects at least.
Is it at all disconcerting t
Re:engine recycle (Score:4, Insightful)
Re:engine recycle (Score:2)
And if it's really flexible, it won't even have to be of the same genre. Reusing engines is a great idea that has served developers countless times in the past.
Rob
Re:engine recycle (Score:1)
You can see examples of what "small, dedicated team who don't have to homogenize their work" on most of the games avalaible today, and sadly most are nothing to call home about.
Surely the makers of a engine know how to make the most of it too, which is a plus.
Been said that, you have a good point, and I hope that Troika doesn't fall in the deadlines trap and skip the content just to get the engine ready f
Re:engine recycle (Score:2, Flamebait)
Re:engine recycle (Score:2)
While someone else's engine would create some limita
Re:engine recycle (Score:2, Insightful)
Or think about it another way. I have 5 game ideas; I can either a) write the first game in such a way that it takes 3 years to do, but 1.5 years for each game after, or b) I can spend 3 years on each game, writing code
My wish list (Score:5, Interesting)
- A strong story with plenty of side quests but wich intertwine with the main quest and wich affect each other.
- Let me be a force of good a force of evil (for the 12yr olds who call their mommy sir). I loved the "what happened" at the end of fallout. But give me real freedom. Make it possible to be really really good but make it cost you. Same with evil. So that most people will play in the middle. None of this, give 100 credits out of your one million stash and become a saint. Make good really good, evil really evil and plenty of middle ground for the less idealistic player. I hate games that just make me choose between "sorta nice" and "pointlessly evil".
- No icewind dale. I want to meet intresting characters. Not roll up an army.
- The past troika games suffered from HUGE empty areas. TOOE especially was bad in the opening. 2 screens full of empty non-enterable barn does not say "ooh nice" it says "what is this an rpg or image scroller?" Keep it tight. I never seen the need for seperate weapons and armour dealers. If there is no story need for seperate stores create a market like plaza. Don't make me walk when there is no story need.
As for the combat if they are going real time make it as complex as possible with plenty of options you can turn off for the lesser players.I would love to see some real tactically options used. Like machine guns being crap at hitting but excellent for supression fire. The thing I hate most about turnbased games is that things like supression fire and encirclement don't really have an effect like they would in realtime.
BUT most important since this will be a troika game. Get a good publisher that is not afraid to make a rated game or don't make the game rated in the first place. None of this TOEE stuff with half the game ripped out seconds before release.
And please please test this time eh. Past games have been to put it mildly a bit buggy. People are getting fed up with this.
Will I get the game I want? Doubt it. Planescape torment was extremely close to perfect (the graphics could have high-res) and didn't sell. Fallout was almost there. Sadly it been an awfully long time since then and there just doesn't seem to be any demand for games like this.
Re:My wish list (Score:1)
In reality, they're good at hitting too. You can't really suppress someone unless you present a serious threat of anyone poking his head up being immediately drilled. In some conflicts, machine guns have scored 100s of times more kills than rifles (even if the accuracy ratio per each shot was less, the number of bullets more than makes up for it)
The thing I hate most about turnbased games is that things like supression fire and encirc
Spiritual Suckessors, Normally (Score:4, Insightful)
Yeah, just like UFO: Aftermath was a spiritual successor to the UFO games. Usually, that means that the game will really suck and we'll still be waiting for a real successor to the game in question.
Have there ever been any "spiritual successors" to any good game that have been worthy?
Re:Spiritual Suckessors, Normally (Score:5, Informative)
Whither turn-based games? (Score:5, Insightful)
Re:Whither turn-based games? (Score:5, Interesting)
Re:Whither turn-based games? (Score:2)
Off-topic (Score:2)
Re:Whither turn-based games? (Score:2)
One good example is the Silent Storm game.
a dash of WW2, add a little scifi/fantasy and you've got a good gaminguniverse
Re:Whither turn-based games? (Score:2)
They talk in the article about how the combat from ToEE with the depth of Arcanum would make a really great game and I agree. Silent Storm combat with the RPG depth of Fallout would be a lot better.
Re:Whither turn-based games? (Score:3, Interesting)
Traditional turn based (pause during every turn) - Final Fantasy, UFO
Turn-based with user defined pauses - KOTOR, Baldur's Gate
Turn Based with no pause - Everquest, most MMORPGs
Real time w/ speed control - Most RTSs
Real Time - FPSs, Flight/Space Sims
I think only the first one is becoming objectionable for publishers trying to cater to the MTV generation. I do love my Civilization and Empire Deluxe
Re:Whither turn-based games? (Score:3, Interesting)
Re:Whither turn-based games? (Score:1)
That category can be futher split into two sub-types: pause for each combatant's turn, or only for player-controlled units. Games in the former category, such as the original Fallout, can be absolutely maddening. You can never dare get into a fight on one of Fallout's densely-populated city maps, because then each of the 30+ random pedestrians onscren becomes a combatant who takes a turn each (painfully slow) round.
Towards the conclus
Re:Whither turn-based games? (Score:2)
Re:Whither turn-based games? (Score:3, Insightful)
Even selling directly to the consumer, they still need money to get the game made.
Some Ideas.... (Score:2)