The Making of Dungeon Siege 29
Over at Rock, Paper, Shotgun Keiron Gillen has a writeup he did back before the original Dungeon Siege released. Something of a post-mortem, he and designer Chris Taylor discuss what makes the mostly traditional hack n' slasher unique. "Technologically speaking, the most distinctive element of Dungeon Siege was how it streamed its levels. Throughout the huge world, there wasn't a single loading pause. 'When you're in a fantasy game...' Chris reaches for a metaphor to explain why this is so important, 'Well, imagine if it's a movie, and if you have to change the film every ten minutes, you wouldn't be able to immerse yourself into the Fantasy. By eliminating loading screens we were able to keep people in the game, and much more immersed in this world. You become one with the game. You could melt into the monitor and the keyboard and the mouse.'"
Loading screens (Score:2, Interesting)
Sarcasm aside, it seems like games are only going the other direction, with the notable exceptions of this game and EVE-Online. I could certainly appreciate more games thinking ahead. One big reason (in my opinion) that they don't is that modern games try to squeeze every erg of power out to drive ever more and more detailed graphics. If the glitz-obsessed gamers and companies could step back
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Actually there are loading screens between the three 'continents' (Outland isn't really a continent), and between the main zones and instances, but even then the loading is pretty quick. I guess Blizzard thought the lack of loading screens (and hence a more immersive world) was more important than bleeding edge graphics.
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That shouldn't be a problem. (Score:2)
But elsewhere... Take a look, next time, at what your computer's actually doing when it loads a level. In particular, watch your hard drive light. (If you have one; Mac enthusiasts need not apply.) Best-case scenario: The light is on steady, or nearly, which means the game is loading as fast as the disk can
No loading screens, just long waits... (Score:3, Informative)
Re:No loading screens, just long waits... (Score:5, Insightful)
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Loading screen or not, it still had long wait periods where you would travel down a descending elevator or something. They just masked the load screens, didn't really remove them.
I never noticed this. With elevators the screen just faded to black, the elevator went up or down, then the new level faded in. It happened pretty quickly.
By eliminating loading screens we were able to keep people in the game, and much more immersed in this world.
Yeah, too bad the world was incredibly linear and with one narrow corridor you could follow through the whole game.
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That's always a delicate balance in a game. The flipside of this is having to search the entire world to find the one little switch, door, or object that you missed the first time through with no idea where it could possibly be.
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Layne
VM (Score:2)
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still going strong (Score:3, Interesting)
I keep looking to see if dungeon siege 3 is ever coming. I thought this article appearing on slashdot was an indication of such an event, seems not though. Shame.
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Awesome! (Score:2)
Dungeon Siege the movie! (Score:2)
I always felt that the leveling system was best. (Score:2)
I know that it wasn't the first to 'invent' "If you primarily hack your way through battles, then your strength will increase." style of advancement; it felt the most natural.
Yes the game was too linear, yes the game had a few major bugs that allowed for level advancement at stupid speed. But I liked it.
Re:I always felt that the leveling system was best (Score:2)
The original DS was alright, the 2nd kinda sucked. I think the real big issue is that it should play more like diablo then baldurs gate. I mean in DS2 they had special moves and everything but it felt unnatural to use them becaue you simply couldn't turn off "auto" attack.
That and Dungeon Sieges cheap attempt at ripping off Diablo's awesome item generation system without the
Boring (Score:2)
It also had a very strange plotline, wherein you kill a giant killer dragon and you think the game is over (oh thank God it's finally over!) only to find out you need to keep going another few hours. The ACTUAL boss of the game is "just some guy" in a dungeon, I beat him without even realizing I was beating the game, then it ended. Weird.
On second thought, Doom 3 does that also: you kill the big monster in hell (oh thank
For More Technical Details... (Score:4, Interesting)
If you want the technical details, read The Continuous World of Dungeon Siege [drizzle.com] (a fascinating read).
To avoid floating-point problems and to allow continuous loading, the world was split up into nodes with specified transformations between them. This resulted in a world that often cannot be mapped, as it would pass through itself. There were also many tricks that were used to fit the huge number of objects in memory. Many things self-destruct, or disappear if out of sight for more that a few minutes.
(Enter asinine subject you think is witty here.) (Score:2, Funny)
Interviewer: So, how did you guys go about making Dungeon Siege?
Dungeon Siege Developer: Copied Diablo and slapped it in a true 3D engine.
Interviewer: Thanks! Next up on our show, how Morgan Webb, tall and dark, can be so hot face-on, but have such a damned scary profile.