Game Maker's Toolkit - What We Can Learn From Doom
13 replies, posted
[video=youtube;yuOObGjCA7Q]https://www.youtube.com/watch?v=yuOObGjCA7Q[/video]
Pretty good video i think breaking down why Doom's SP and derivatives like Quake, Half-Life, Halo, etc. all play so well.
basically, combat scenarios were interesting puzzles
I think it's not just enemies, but level design plays a huge role as well. Like Half-life 2 had smaller amounts of enemies compared to half-life 1, but it had very unique level design that let you play with various toys. Also the game design itself. You weren't given huge amounts of different enemies, but it gave you lots of options for defeating them. Like the gravity gun and physics props, throwing back grenades, or using various map hazards as well.
[QUOTE=Stiffy360;49622193]I think it's not just enemies, but level design plays a huge role as well. Like Half-life 2 had smaller amounts of enemies compared to half-life 1, but it had very unique level design that let you play with various toys. Also the game design itself. You weren't given huge amounts of different enemies, but it gave you lots of options for defeating them. Like the gravity gun and physics props, throwing back grenades, or using various map hazards as well.[/QUOTE]
Both have their checks/balances to what is necessary and what plays well together. Like he mentioned that the demons were best deployed in tight corridors as to surround the player and attempt to overwhelm them.
Thinking how the enemies as well as level design play with each other to/against the player's favor will encourage less mindless combat and more active thought fighting.
this made me feel good because I've had the exact same philosophy in the game I'm currently working on
Hmm. This will be useful once I finally get around to making Sync...
I really loved his anaylsis of Far Cry 2 vs 4 and I agree with him that 2 is the better game but both games have their merits.
This explains why I really enjoyed Darkspore more than almost any other Diablo-esque ARPG. It had it's flaws, but it was amazing how well it had the Hack 'n Slash pacing while still making every enemy type feel like it needed it's own distinct consideration.
[QUOTE=Mingebox;49622721]This explains why I really enjoyed Darkspore more than almost any other Diablo-esque ARPG. It had it's flaws, but it was amazing how well it had the Hack 'n Slash pacing while still making every enemy type feel like it needed it's own distinct consideration.[/QUOTE]
Does anyone even still play Darkspore? I'd love to boot it up again but I haven't since like a month after it came out and I'm afraid that there won't be anyone online to play with.
Very well put.
This absolutely nailed what I had been thinking about for a while. I was wondering why I couldn't find the motivation to play shooters anymore and realized it was due to the sameyness in environments, enemies and weapons. Lots of AAA games use heavily scripted setpieces in lieu of a solid foundation.
[QUOTE=Wunce;49623571]This absolutely nailed what I had been thinking about for a while. I was wondering why I couldn't find the motivation to play shooters anymore and realized it was due to the sameyness in environments, enemies and weapons. Lots of AAA games use heavily scripted setpieces in lieu of a solid foundation.[/QUOTE]
It's all because most games nowadays try to appeal to as much people as possible to get $$$ by trying to be movies or "cinematic" ([sp]because we're an industry too guys stop calling us nerds!!![/sp]). Instead of being involved in the game mechanics and make decisions and constantly think about the situation you're forced to wonky movement, 2 guns at a time (in a game world where 95% of guns are "shoot bullet fast") against humanoid enemies with hitscan guns for the whole duration of the game. The only incentive to finish these games is a plot which is always incredibly linear and most times very basic or even bad.
It's not the player's fault they get bored with most recent AAA games (remember battlefront or arguably fallout 4?) and it's no wonder games that have good polished mechanics over storytelling will always be more interesting.
[QUOTE=TornadoAP;49622980]Does anyone even still play Darkspore? I'd love to boot it up again but I haven't since like a month after it came out and I'm afraid that there won't be anyone online to play with.[/QUOTE]
I think EA barely marketed it, and the account-wide progression made it a pain to play with newer players.
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