FPS Design

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FPS Design

Postby um!!! on Thu Dec 30, 2010 3:57 pm

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This is completely true isn't it??? I found this on a forum i go on lol
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Re: FPS Design

Postby UK_sniper on Thu Dec 30, 2010 5:51 pm

ie they dont make levels like in doom any more but the requirements to run a game are so massive now that its almost impossible to create games like that. sandbox games like gta/just cause excluded of course :P
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Re: FPS Design

Postby um!!! on Sat Jan 01, 2011 4:02 am

Doom was wicked, i miss the old times! :)
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Re: FPS Design

Postby Cotillion on Sat Jan 01, 2011 10:30 am

And with other wad files it was sick! ;).

The map design's in doom were massive.
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Re: FPS Design

Postby alias on Sat Jan 01, 2011 3:19 pm

UK_sniper wrote:but the requirements to run a game are so massive now that its almost impossible to create games like that.

Its not impossible. But labyrinths in games are quite boring. Old games didnt realy have a choise as a cutscene wasnt an option for them at that time. So to increase the interest they just add more routes so you can choose which way to go and to allow you to replay the same where you suddenly find other stuff.

Games get released soo fast that often replaying isnt an option so games arent designed for that, they just focus on playing it once and a multiplayer mode that is enough to add fun for some more months. This is also why there is a new CoD each year. In the end its however bad game design and the easy way to get money.

Its bad buy lazyness does get rewarded as marketing is the only thing that counts.
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Re: FPS Design

Postby Kaelan002 on Sun Jan 16, 2011 5:55 pm

i agree, i miss the old games where there was no direct route and even if you replayed it over and over again you always found something new. (i just wish doom had a minimap so i didnt get lost :) )
A good example is star wars knights of the old republic, where there were thousands of ways to play the game and it had really complicated maps and plots.
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