Doomed: How id Lost Its Crown 491
bonch writes "Steve Bowler, lead animator for Midway Games, has written an article for Next Generation called Doomed: How id Lost Its Crown. He talks about id no longer being the king of the hill in the FPS genre, losing the multiplayer gaming wars to Counter-strike and the engine licensing wars to competitors like Unreal 3.0, and focusing too much on rendering realistic environments at the expense of modern gameplay features. From the article: 'It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it, when you can shoot a light fixture and watch how realistically light dances around the room.'"
Dupes: How Slashdot Lost Its Crown (Score:5, Funny)
Dupe...original article can be found here. [slashdot.org]
Almost the same title, too.
Re:Dupes: How Slashdot Lost Its Crown (Score:3, Funny)
Oh, believe you me... (Score:3, Funny)
Re:Dupes: How Slashdot Lost Its Crown (Score:5, Funny)
http://www.google.com/search?q=id+Lost+Its+Crown+
Re:Dupes: How Slashdot Lost Its Crown (Score:5, Funny)
Re:Dupes: How Slashdot Lost Its Crown (Score:5, Funny)
It's like he wanders into the computer room in his bathrobe and slippers...shuffling in. Then when no one is looking he'll sit down and look at the story submissions...post the ones he likes...then shuffles out. Not knowing that the ones he's posting are all dupes.
Then Zonk or whoever walks in and slaps his hand and leads him back to his room and ups his medications.
As if the first slashdotting wasn't bad enough... (Score:5, Funny)
Holy cow, that's gotta suck.
Re:Dupes: How Slashdot Lost Its Crown (Score:5, Funny)
Re:Dupes: How Slashdot Lost Its Crown (Score:4, Insightful)
Re:Dupes: How Slashdot Lost Its Crown (Score:4, Informative)
Re:How Slashdot Lost Its Crown (Score:2)
Of course you have to keep shooting (Score:5, Funny)
Who writes these things anyway? Honestly folks.
Re:Of course you have to keep shooting (Score:5, Funny)
> Zombies can remain animated independant of if their head is intact or not.
Indeed, they'll keep coming back almost as often as this story.
Re:Of course you have to keep shooting (Score:3, Informative)
Re:Of course you have to keep shooting (Score:4, Insightful)
Re:Of course you have to keep shooting (Score:2)
Makes me wish... (Score:3, Informative)
Reading all of this material about zombies makes me wish that they existed to provide a bit of sport!
Anyone who hasn't seen Shaun of the Dead, check it out -- quite amusing.
Re:Of course you have to keep shooting (Score:3, Funny)
Re:Of course you have to keep shooting (Score:5, Funny)
Zombie Survival Strategy [amazon.com].
Top 10 Lessons for Surviving a Zombie Attack
1. Organize before they rise!
2. They feel no fear, why should you?
3. Use your head: cut off theirs.
4. Blades don't need reloading.
5. Ideal protection = tight clothes, short hair.
6. Get up the staircase, then destroy it.
7. Get out of the car, get onto the bike.
8. Keep moving, keep low, keep quiet, keep alert!
9. No place is safe, only safer.
10. The zombie may be gone, but the threat lives on.
I disagree with that... (Score:3, Funny)
As Interstate '76 said:
"Don't get out of the car, never get out of the car."
(tactic worked well in many place
Re:I disagree with that... (Score:3, Funny)
If you've ever attempted to drive through an Arbor day parade, you'll know what I'm talking about.
Blades good, shotguns and pistols bad? (Score:3, Informative)
Disparaging pistols and shotguns because they're close range weapons makes and promoting the epitome of close-range weapons, a blade, makes no sense.
I also think that the M1 carbine is a terrible choice for a weapon
While it might be cheap (or was cheap in surplus form at one time), the ammo would be nowhere as easy to come by as
The
Re:Of course you have to keep shooting (Score:3, Informative)
From Night of the Living Dead [imdb.com]:
Reporter: Chief, if I were surrounded by eight or ten of these things, would I stand a chance with them?
Sheriff: Well, there's no problem. If you have a gun, shoot 'em in the head. That's a sure way to kill 'em. If you don't, get yourself a club or a torch. Beat 'em or burn 'em. They go up pretty
easy.
Reporter: Are they slow moving Chief?
Sheriff: Yeah. They're dead. They're all messed up.
Light? (Score:5, Funny)
We're talking about doom 3 right?
Light?
Umm.. maybe how nice it looks when you shine your flashlight around the room... unless you have your gun out...
Re:Light? (Score:4, Insightful)
This [glenmurphy.com] is an ingenious mod. Seriously - in my view, the main reason Doom 3 was such a poor game was the fact that you could see *nothing* without the flashlight. Who cares about the super new graphics engine if you're barely given an opportunity to take a look at the environment?
Re:Light? (Score:5, Informative)
Re:Light? (Score:5, Funny)
Actually, it would be amusing if there was a roll of duct tape hidden somewhere in the game. "Forget the BFG, where do I find the tape??!!"
Seriously- (Score:5, Insightful)
Counterstrike runs on crap hardware, and basically, a crap internet connection. You'll get called a lagger, a newbie, and a lamer, but it will work, and you can play, and have fun.
Gameplay is extremely important, but so too is availability.
Re:Seriously- (Score:5, Insightful)
The sequence to Doom (someone else said this once).
1. Move around corner
2. Light turns off
3. Loud noise
4. Option - Load Saved Game
5. Wash - Rinse - Repeat.
Re:Seriously- (Score:5, Funny)
Even minors in the days pre-electricity could do this.
Yeah...amazing what they let children do back in the pre-electricity days, isn't it?
Spellcheck will not save you. At some point you need to know what the hell you're talking about.
Re:Seriously- (Score:2)
Do you play CS:Source? I know someone on CS: Source who has your name spelled like you do.
Re:Seriously- (Score:3, Informative)
Miners or minors - either would be accurate in those days.
To quote Galaxy Quest (Score:2)
Sure they're like 3 years old.
Miners, not minors!
Re:Seriously- (Score:3, Insightful)
Re:Seriously- (Score:2)
What the hell does "taking off" mean? Everybody on Earth (and half of those on Mars) bought TWO each?
Re:Seriously- (Score:4, Insightful)
Other than new graphics, this game had nothing going for it. A total dud and that's that. Only a total fanboy could like it.
Lets face it, Unreal and Half Life kick Doom's ass all over the place at this point. Although I admit that HL2 was disappointing because of Steam (I love waiting 5 minutes to play my game because of that fucking piece of shit). I will never by another half life that has Steam in it. The only online FPS I really like Is UT2k4. Everything else is pretty much ass these days.
Finally, are there still people playing Counterstrike? rofl
Re:Seriously- (Score:3, Interesting)
Re:Seriously- (Score:2)
After that, I could usually see just enough -- and only had to use the flashlight occasionally.
Re:Seriously- (Score:3, Informative)
feel free to dust off your crap hardware and load the latest version of non-source engine counterstrike via bloated/slow steam delivery platform.
I used to love how CS 1.5 and older ran on modest hardware... not so much anymore =(
e
Re:And I'm willing to bet the underlying problem i (Score:3, Interesting)
The original versions of Doom 1 and 2 were called shareware, but they were not proper shareware. A possitive name for them would be 'demo', a less positive name would be 'crippleware'. ID used a shareware like method by lack of a proper and widespread distribution channel, but
doop (Score:3, Insightful)
Doom 3 was a great game, imo, however people's complaints about the whole flashlight mechanism were justified, and I can see how it would detract from the entertainment value. Id's goal was to make a scary game, and if you played the game with the swapped-in flashlight as they intended, it was indeed scary. The lighting was better than in any game I'd played at that point and created an unparalleled atmosphere of creepiness.
That being said, the idea that in "the mysterious future" you wouldn't be able to hold both a flashlight and a gun hurt the game's credibility. And going for the cheap scare so many times did tend to get old.
They were also determined to make D3 a single-player game in a field now dominated by multiplayer and massively-multiplayer games. I would have thought that they'd have realized this better than anyone, given that they practically created the market for multiplayer FPS gaming, but they chose to make Doom 3 a single player game, and between that and the whole flashlight deal, many people decided the game was a dud, and thus its fate was sealed.
I still thought it was a great game though!
The cheap scare (Score:3, Insightful)
I think the big problem with most FPS games these days is that the story
It's the multiplayer, stupid. (Score:2, Insightful)
Everyone plays ut2k4, hl2, CS, whatever because it's fun either sneaking around and sniping people, or jumping around flinging rockets. Doom III kinda mixed them, and failed to create a fun multiplayer experience.
I'm still looking forward to Quake 4, however.
Re:It's the multiplayer, stupid. (Score:2)
1.) multiplayer
2.) teamfortress
3.) real coop mode
4.) single player with real missions not more deathmatch
So far UT2k4 has eaten Quake3 and Doom3 alive in terms of replay value. But for those who want eye candy, yeah they bought Doom3 anyways.
Re:It's the multiplayer, stupid. (Score:4, Interesting)
And you know this because? Based oin the lack of a available servers to log into? What? I know lots of people still playing Morrowind a year later.
Everyone plays ut2k4, hl2, CS, whatever because it's fun either sneaking around and sniping people, or jumping around flinging rockets.
I'll bet money that there are still more people playing Quake 3 than all those games put together. Tens of thousands of people every day on their office LANs. It's not generating any new revenue for Id, but Id is still the king by far if you're counting numbers of current players. "Hardcore" gamers and the gaming rags are so far out of touch with the mainsteram that it's rediculous.
Re:Wrong (Score:3, Insightful)
Re:It's the multiplayer, stupid. (Score:3, Insightful)
The Article Text (ICOS) (Score:2, Informative)
Veteran animator Steve Bowler (pictured) got pretty angry when he bought Doom 3. And he's still a mite agitated...
What was it, 12 years ago, that we first laid eyes on the original, the dark new 3D world that was Doom? Even before that, a select few of us recall with wonder the revival of one of our favorite gaming franchises, in a bold new direction, when Wolfenstein 3D hit the shelves.
For a dozen years Id has been the top dog, the guy to beat, the pater familia to the first-person shooter. It can loo
Re: (Score:2)
really? (Score:5, Funny)
And this is based on your real world experience with Zombie's I presume?
Doom 3? (Score:2)
Doom 3? Anyone who has played CS at a LAN party can tell him what's changed.
I don't recall... (Score:3, Insightful)
Id hasn't really been a player on the FPS game market in a while. Their recent games (Quake 3, Doom 3) have basically been technology demos. They sell well because we nerds think it is cool, but the actual games leave much to be desired.
We know that Id makes its money from licensing its engines to people. Half-life made Id some money. Keep that in mind. I'm not sure if the Source engine takes anything from one of Id's engines.
Re:I don't recall... (Score:2)
But I never even got past the 1st level on Doom3. It just bore me to death... and that was a huge dissapointment considering I had been waiting for it ever since ID announced they were doing a Doom3
What's really worth noting is that when we're talking about ID and it's "Crown"
Re:I don't recall... (Score:3, Interesting)
Interesting question imo, since Valve been spouting off how they've build the Source Engine themselves, yet, when the alpha-code-leak happened, various people found entries from the Quake-C code inside (either commented out, or still in use) :
I wonder how much of that is still in there and, if it is, if id is getting something out of it.
Re:I don't recall... (Score:2)
Even from just hunting through binaries you can find tons of quakec in both cs and cs:s (and I assume other mods). Its downright bad that some of its still in the mods, like for example everyone in counterstrike still has cell/rocket/shell/nail ammo values. What a waste.
Re:I don't recall... (Score:2)
I'm fairly sure that it's QuakeC (or a derivative) that's extensively used in Half-Life and Half-Life 2's model animation system [valvesoftware.com]. It seems a bit coincidental that they'd choose the '.QC' extension for a simple, compiled-to-bytecode scripting language...
From the poin
Headshot! (Score:5, Funny)
Now that's something I've never understood in the movies or in the games. I mean, if you're a zombie, you don't have a brain. Period. It's all mush and all you want to do is to eat the brain of someone else for some obscure reason (protein content, perhaps?). So, why would a headshot be more effective against a zombie than a bodyshot? It just doesn't make any sense. If I were facing a zombie and I had a shotgun, I'd just shoot his bloody legs off and run away bravely.
Re:Headshot! (Score:2)
It makes the constant pain of being dead go away.
Re:Headshot! (Score:5, Funny)
Sir Robin?
Re:Headshot! (Score:2)
"And don't try justifying it with "well, the zombies obviously aren't powered by brains, because there's some zombies without heads," because you can still kill them by shooting them in the jaw six times. I'm sure they'd also die if I shot them in the foot six times, but honestly, I'm just too bored with the game to even try."
Re:Headshot! (Score:4, Interesting)
So if you disable the brain it can no longer send signals to the main body or even "think" basicly. So a bullet to the brain disables their basic thought and movement in 1.
Secondly, brains is the "common" thing, but if you notice they just want to eat flesh. Most humans naturally consider flesh the "best" food source (meat and 2 veg, shows this perfectly). So they go after flesh, human or other wise (Most zombie films will show you dead animals being eaten or at least being attacked).
Of course each "universe" will have it's own way of making zombies and it's own rules, but the basic lay out if above.
Re:Headshot! (Score:5, Funny)
I can't imagine why more women don't participate in these kinds of discussions.
Re:Headshot! (Score:2)
Re:Headshot! (Score:2, Interesting)
Re:Headshot! (Score:4, Informative)
Return of the Living Dead [imdb.com] said the reason zombies eat brains is, "because it's the only thing that numbs the paaaaaiiiiin! The paaaaaaiiin of death!" But that's not a very serious zombie movie.
If I were facing a zombie and I had a shotgun, I'd just shoot his bloody legs off and run away bravely.
Well in that same movie, even the dismembered parts continued to move.
Re:Headshot! (Score:2)
Silly (Score:4, Funny)
You are forgetting about the BLOOD SUCKING LIGHTBULB MONSTERS!
He's right you know (Score:2)
The problem I have with Doom 3 (Score:3, Insightful)
Radiosity is the property of multiple light reflections. When a light shines on a surface it reflects, of course. However that light can then further reflect off another surface and so on. That's what leads to soft shadows, and is the reason why when you turn on a flashlight, the whole room is slightly illuminated, not just what oyu are pointing at.
Doom 3 doesn't do this, a light hits a surface and will reflect to the screen, but there's no multple levels of reflections. The net effect is hard shadows, corners that are always dark. You can't get a good brightly lit scene.
Now I don't fault them on this, doing radiosity in realtime isn't feasable at this point on most cards. However other games can deal with this, the don't do all their lighting in realtime. Some is done in realtime, some is a precomputed light map. That allows for a global illumination, but one that doesn't have to happen in realtime.
That is my big problem with the engine. Sure it's more accurate than the UT2004 engine, technicly speaking, but it doesn't look as good. UT is "faking" the lighting and shadows, but they look good, and you can have a nice brightly lit outdoor map, or a dark indoor map, and they both work. You can have a light source that casts light on to all surfaces, even those it doesn't directly hit, since it's calculated before hand.
Personally, I'd rather have a game engine that looks good rather than one that is more accurate.
Re:The problem I have with Doom 3 (Score:3, Funny)
I look forward to their next game, which can be enjoyed by the blind equally as well as the sighted. Talk about an untapped market, and Id is really cracking into it.
Re:The problem I have with Doom 3 (Score:5, Informative)
No, that's not what radiosity is. The effect you're referring to is called diffuse interreflection, and radiosity is a finite element method for simulating it based on heat transport. Of course, in the real world most surfaces aren't totally diffuse, and radiosity would have been a bad choice for simulating global illumination effects in Doom in particular since there's an awful lot of metal and other surfaces with strongly specular BRDFs.
More to the point, all global illumination algorithms are too slow to use in real-time game engines, and so level designers typically precompute these effects and store them in textures. This has nothing to do with the choice of engine: if your engine can display textures, it can approximate these precomputed effects. I don't know whether id decided to do this in Doom or not, but if they didn't it isn't because the engine is fundamentally limited in some way.
Not accurate to how people use game engines. (Score:5, Insightful)
Precomputed light maps do indeed have to do with the choice of engine, because the engine takes care of computing the lightmaps for you. Halflife 2 for instance, supports normal mapped radiosity calculations, in which the diffuse lighting components are added along different vectors during compilation, and then dotted with the normal map during the rendering. "Level designers" don't store them in textures, the compile tools that are associated with the engine do, and the engine takes care of displaying them appropriately.
Having precomputed lightmaps in the doom 3 engine would break all the internal consistency of the lighting. Mobile lights in engines based on precomputed lighting are treated differently from static lights. Doom 3 doesn't have this distinction.
The doom 3 approach allows lights to be much more dynamic, but when a light is that dynamic, you can't have precomputed light maps. You wouldn't have any way of updating them to reflect changing light conditions. Every time an imp warps in, all the lights dim. This couldn't be done realistically with precomputed light maps.
Adding precomputed light maps would require redoing all the internal assumptions about lights in the engine, and you would be basically writing your own.
Unfun (Score:2)
Doom 3 suffers from many of the problems stated in the article as well as too many other games are trying to follow suit. It is not fun to be constantly assulted by strange noises. It is not fun to die to things you can't see. It is not fun to die when when the player does nothing wrong. Players like to rise t
Another whiny... (Score:5, Interesting)
Yeah, I see clearly now, id is doomed.
You know.... (Score:5, Interesting)
Everyone craps on D3 so much, and it bugs me. Yes, gameplay is probably the most important quality in a video game, and I admit it was severely lacking in D3. But dammit, they really really excelled in other areas and did a few things other video games just don't do. They do deserve some credit.
Re:You know.... (Score:4, Insightful)
Re:You know.... (Score:3)
The conjunction of these sentences kind of makes you sound like a retard. Just an FYI.
The next gen of good FPS's will be like Morrowind (Score:5, Insightful)
The thing is, non linear games where your actions determine your standing in the game, as well as its path and outcome, are the wave of the future. Especially games with thousands of mini adventures on the side. Also, in Morrowind you interacted with practically *everything*.
If Morrowind were not done years ago and were done today through the Doom 3 *or* Unreal 2 Engine (either of which would imply far fewer bugs than Bethesda's own "engine"), it would eclipse all other games in popularity for 2 years. I say that because Morrowind appears to be almost the single player's equivalent of Starcraft in popularity and longevity.
The lesson: forget the graphics arms race, achieve Doom 3 or UT2004 level graphics and leave it at that, and concentrate on a deep, complex, non linear, "easy to get into it quick" story lines, and endless paths of quest resolution. Give FPS players a world to explore, tweak the outcomes, and generally have fun in.
ID somehow appears to be furthest behind in pursuing this goal, even though Doom 3 is no more linear than HL2 or Unreal 2.
Re:The next gen of good FPS's will be like Morrowi (Score:2)
Now if only we could convince more developers than just Bethesda Softworks that they should make a game like you describe that isn't online so people with, you know, jobs can play it at their own pace... It's also nice when the gameplay can be designed to reward something other than total hours played which is what seems to happen when the goal is to keep the monthly fees coming in.
Re:The next gen of good FPS's will be like Morrowi (Score:2)
Morrowind failed because it was too open-ended. Daggerfall had that proble
Re:The next gen of good FPS's will be like Morrowi (Score:4, Insightful)
Far more people are used to "On-The-Rails" RPGs, where you must do this, then this then this, etc. Playing a game like Morrowind requires a mentality shift. The game is not in control of the experience, you are. I firmly believe that is the better type of game, but opinions differ.
The problem I see is that for too many gamers, the goals must be rammed down their throats before they can do anything. To suddenly say "Hey, we've created this entire world, have fun!" is too much for them to deal with. Not because they are stupid, but because it is so vastly alien to them.
Personally, I will be far less likely to buy an "On-The Rails" game because it is too frustrating. I have this great world around me, but it is very much like being on a train. I can see all of the potential, but everything is predestined. No getting off to enjoy the scenery and explore the world rushing past my window. I must fight this guy, I must go here...I get pissed. If I wanted to be led around, I would have put in a DVD movie instead. I want to go off on my own and do my own thing.
With Morrowind, I can slip in and out of the main plot at will, or ignore it completely. There is no forced-anything. From the moment I walk out into Seyda Neen, the options are virtually limitless. I can go anywhere, do anything and be any kind of character that I want to.
Choice is good, replayability is fantastic and having the opportunity to simply walk away for a while and pick up right back where I was in my "other life" is priceless. I've done marathon sessions before, but only because I've had a night where I had nothing better to do. You get sucked so far into the game and your character, but unlike Everquest and World Of Warcraft, myself (and other Morrowind fans that I know) find it very easy to put the controller down and not let it consume our real lives.
Being able to not just live one adventure, but continue on a lifetime of them, without it getting in the way of everything else (or costing money every month) just can't be beat.
Morrowind and FPSes (Score:2)
Actually, that's been one of the biggest complaints against it, that there is no real hand-holding through the main quest line, that it's easy to wind up with 50 simultaneous quests and losing track of which one you're doing. *shrug*
An aspect not commented on before... (Score:3, Interesting)
Is the Doom3 really not as capabile of expansive environments, really not as easy to program? How did ID let that slide by?
Re:An aspect not commented on before... (Score:2)
Quake 4?
Quake Wars: Enemy Territory?
Re:An aspect not commented on before... (Score:2)
I'm not saying that D3D is better in anyway, I'm just stating a guess.
How they lost their crown (Score:4, Funny)
Unreal stole its gaming crown..."
What did you expect? (Score:5, Interesting)
Carmack et al are on record as saying that games don't need story. Romero (that other one) was booted out of id after he tried to get them to focus on gameplay and design, not just graphics. Admittedly he failed spectacularly, but from that point one id was a one trick pony. They make pretty looking games where you kill zombies/cyborgs and collect keycards.
Is this behind the times in terms of gameplay? Sure. Imo, Deus Ex and System Shock 2 both beat the pants off DOOM3 (and Painkiller and Max Payne) in terms of gameplay and design. And they're more than five years old!
Frankly, DOOM was only "revolutionary" because it was the first game that really nailed how to do graphics good enough to make an FPS game work. Expecting fabulous gameplay out of id is like expecting a Terminator movie to bring you to tears.
DOOM3 is about shooting things. Period. Don't like it, okay, I can relate, but don't try to act as if this is a surprise.
Different != Better (Score:2)
I choose Doom 3 gameplay over Half-Life 2 or Unreal whatever-version-it-is-this-month any day. Some of us actually enjoy adrenaline being released into our systems while we play computer games. I've pretty much completely stopped playing FPS games these days because they're all so high on realism and short on fun that they put me to sleep. The slow, campy gameplay of Co
Ahh but... (Score:3, Interesting)
Dupes - How Slashdot Guarantees Page Views? (Score:2, Interesting)
They really can't be lame enough to consistently do this by accident can they? There must be some reason behind it. I wouldn't think it would be for the humor, surely that would have worn off by now?
id makes engines, not games (Score:5, Interesting)
At least, now they do. The requirements for game development are increasing every day, stretching development cycles and requiring more resources.
id's games have always been about groundbreaking technology, so it's not surprising that as development costs expand, gameplay filligrees in id titles suffer (relative to the competition). id uses its games as technology demos. Don't get me wrong, I love 'em, but their focus is not on the sort of game logic that distinguishes the experiences this story refers to (no, I haven't RTFA yet). Let's face it: AI is an interesting area that needs improvement, but programming headshots is boring. Making realtime rendering engines as good as they can be is a real technical challenge, and something that id can do better than anyone else. That's what makes them unique, and consequently it's also what makes them money -- not from game sales, but from engine licensing.
Re:id makes engines, not games (Score:3, Interesting)
"Story in a game is like story in a porn
movie. It's expected to be there, but it's not
that important."
Such an attitude will lead to "dumb" games that provide about 20 minutes of fun and 3 hours of boring monotony. Running, shooting and getting scared is all that Doom 3 is. There are no advances on enemy positions, creeping around and no freedom on how to accomplish a task. There is no character development or storyline twists and turns. There was no room for a g
Saying that Carmack doesn't... (Score:3, Funny)
When my doubts took over (Score:2)
We all know how difficult it can be to sort through the junk and find the real gaming jewels, so I see no point in going into something intended to be relaxing and enjoyable as gaming with a ton of prejudices. (Though I do make a lighthearted crack about the new
iD Still King (Score:2)
Don't care anymore (Score:4, Insightful)
I played D3 at a friends house for about an hour. Big screen, dark room, was fun. But the fact is, I'm not the gamer I was back in the early nineties; zombies just don't do it for me anymore. Doom was amazing because it was a technical tour de force; I still remember walking into some of those rooms and going 'that is so *cool*!' Frankly, the whole zombie/monster story was pretty old even then, but Doom was such a good game, I was happy to play the entire thing. Hell, I did the same for D2.
Quake was pretty good, but seemed like pretty much the same thing with a slightly mideval twist to it. By the time Q2 came around, it seemed like I was playing the "same-old-thing", even though, id never disappointed in the graphics level.
But in the intervening years I'd gotten married, had kids, played a lot of other games, and given the time I now have to play, I'm looking for something different and original. Id seems to think that they can coast on demonic bitmaps and licensing forever.
Doom 3 is more a demo then a standalone game (Score:3, Insightful)
What was good about Quake 2 was its multiplayer mode. While Quake 1 allowed multiplayer as well, the initial DOS version required either external tools for IP networking, or a nullmodem cable or modem connection for multiplayer modes.
Then came Quake 3, which never got a playable single player mode, rather, it concentrated on multiplayer mode almost exclusively. The engine however was capable of single player mode quite well as shown by for example Return to Castle Wolfenstein.
By the time of Quake 3, it was clear that ID could create a good engine, but needed third parties for creating good content, and one can argue that Quake 3 served more as a demonstration of the graphics capabilities of the Engine then anything else.
In the years to follow quite a few good games were build on this engine, including what I still consider one of the best multiplayer games so far, Enemy Territory. This resulted from finding a very good balance between complexity of gameplay (relatively simple) and realism (amazingly good for its time). You can get inmersed in the games without having to learn too much, and can quickly learn enough to have an enjoyable gaming experience.
It seems to me the mistakes with Doom 3 are in 2 distinct areas. First of all, the balance between gameplay and realism is not right (as the article suggests also). Second, and imho even more important, ID can't create proper content, and rehashing the same old content in a new engine is just boring. They saw this when making Quake 3, and didn't even try, but failed to remember this for Doom 3. They were making a demo for the engine and confused it with making a complete game with entertaining content.
To me this is quite evident from the fact that old (Doom 2) based games like terminal velocity and a game like Duke Nukem 3d are a lot more fun to play then anything ID ever made except maybe for the original Doom, Quake and Wolfenstein.
Re:Doom 3 (Score:2)
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(you too can be part of history, and help reconstruct the entire first thread under the original story)
The point of the artcile? (Score:2)
Hard core gamers tend to finish these games in one-three nights - after that they want to play their friends...People play games like CounterStrike all day long (sometimes on servers dedicated to only one type of board) and do it over and over and over...why? cause multi-player g
Re:DUPE (Score:3, Interesting)