CptStern
suckmonkey
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no, call of duty games
is the one on the right supposed to be FF13?
People can insult Call of Duty all they want, but that at least had some more open areas with buildings to go into and whatnot. FF13 is LITERALLY one path that you get funneled down for most of the game.
Oh okay I guess non-linearity = complexity then. Well glad we settled that one.
And of course, the ancient argument against multi-directional maps is that BACKTRACKING SUCKS. It will always suck. No one wants to do what they've already done. That's why FarCry2 was such an epic flop. You had to backtrack constantly. Your reward for backtracking? Respawning enemies.
But... in all Call of Duty games you are funneled down one path. All doors are locked and indestructible except for that single one you're supposed to go through, etc. etc.
You seem to be confusing multi-pathed level design with open world levels. Nothing in your post really has anything to do with multi-pathed levels. Especially your "they used art assets multiple times hurrr" argument. Back-tracking isn't a unavoidable element of multi-pathed level design, and games that do have you back track aren't unavoidably repetitive. Those are entirely up to the game design as a whole, and any problems with them occur not because of the intrinsic properties of the level design, but because of problems with the game designers' methods and/or time restrictions. Go play Deus Ex (even the second one!) and you can see all the proof in the world that your analysis is wrong.
1) Putting "hurr" after a statement doesn't suddenly make it stupid - especially if it's your fault you didn't apply it to the subject properly
2) Reusing art assets was the best way to pump out another Doom/Duke Nukem clone in the early 90s. You didn't have to design some exceptional diverse fun multi path level, you just had to make a maze repeating enemies and putting a door with a key on the other side of a maze. That was what everyone did. And the entire way you'd say 400 of the same one or two guys you'd shoot with the same one or two weapons until you got to the next level. It was a cheap way to pump out levels. It wasn't good. Making a big maze level of cloned textures and objects is not good level design and that's why it doesn't exist anymore. Everyone got tired of it.
3)I didn't say that back tracking is unavoidable. I said that it is an argument against multi-path maps because it was SO ****ING OFTEN used.
4) Citing a single game that was made well after the wave of terrible map designs of the early 90s that perfected the multi-path system and is one of the most popular PC games of its time. Yeah - they did it right - but it definitely doesn't represent the tons of games that used that same old boring formula.
No shit.5) Many modern games have high quality design both visually and functionally.
So if the argument here is all old games had good maps and all modern games have bad maps. It is completely wrong. Some really good old games had good maps and some really bad new games have bad maps. Of course I think you can say that about pretty much anything at all in the world. Some old things were good and some new things are bad. But - as I said before - this is another one of those Stern sensationalist threads where "zomg this is 100% bad and I'm 100% against it" with no real basis outside of a single piece of evidence without merit.
So have fun making points about things that may or may not be true depending on the subjects you're referencing
lol, what?
Ok let's look at this from the designers point of view. They spend hour after hour designing extra content that most people just bypass because it's pretty much unnecessary. So instead they design things you ALWAYS see. In the end the number of hours they spend may be the same, but you actually see everything they've made. Not to mention in 1993 all of those twists and turns were just exact copies of the same 12 textures and 3 sprites pasted on the same 20 polygonal objects.
Dungeon Master received dozens of prestigious awards including the first ever Special Award for Artistic Achievement from Computer Gaming World (CGW) when it was initially released.[4] It was retired directly from the top spot in the CGW game ratings as one of the original members of the CGW Hall of Fame in November 1989 after having spent almost a year in the top spot with no serious challenger. There was some speculation by the game's developers that the CGW Hall of Fame was created for the purpose of removing Dungeon Master from the CGW ratings list since the game had achieved its sales records and domination of the rankings despite never buying any advertising for the game in the U.S. market.
The following list of awards is comprehensive, but not complete. Notably, it does not include any of the many awards that followed the game's release in Japan in 1990.
* Special Award for Artistic Achievement awarded in 1988 by Computer Gaming World
* Adventure Game of the Year, 1988 — UK Software Industry Awards
* Best Selling Atari ST Title, 1988 — UK Software Industry Awards
* Best Role Playing Game, 1988 — PowerPlay Magazine (German)
* Best Role Playing Game, 1988 — Tilt Magazine
* Best Sound Effects, 1988 — Tilt Magazine
* Game of the Year, 1988 — Computer Play Magazine
* Best Atari ST Game, 1988 — Computer Play Magazine
* Game of the Year, 1988 — 4th Generation Magazine (French)
* "Golden Sword" Award ,1988 — The Adventurer's Club of the UK
* Best Role Playing Game, 1988 — The Adventurer's Club of the UK
* "Beastie Award", 1988 — Dragon Magazine
* Best Atari ST Title, 1988 — Dragon Magazine
* Best Game, 1989 — Amiga World Magazine
* Best Role Playing Game, 1989 — Amiga World Magazine
* Best Amiga Game, 1989 — Game Player's Magazine
* Best Amiga Game, 1989 — Datormagazin (Swedish)
* "Beastie Award" Best Apple //GS Title, 1989 — Dragon Magazine
* Best Game, 1989 — Info Magazine
* Best of the Amiga, 1989 — Compute magazine
* Inducted as an original member in the Computer Gaming World Hall of Fame in 1989
* Designated as one of the 100 Best Games by PowerPlay Magazine (German, date uncertain)
http://en.wikipedia.org/wiki/Dungeon_Master_(video_game)reaching an astounding market penetration of more than 50% of the Atari STs ever sold.
To date Dungeon Master retains a small but faithful following online, with several fan ports and remakes available or in development.
Lateral-Thinking Challenges
In some ways, lateral-thinking challenges are an extension of inference challenges. Certainly, they draw on the same core skills, but taken to the extreme. A lateral-thinking challenge tasks the player to draw on her previous experience and knowledge and combine them in a new and unexpected way.
This knowledge can be intrinsic or extrinsic. Intrinsic means that the knowledge was gained from within the game world—for example, figuring out a new combination of runes to cast a previously unknown spell, as was the case with the "flux cage" in FTL's Dungeon Master (see Figure 7.9). If the player figured out the meaning of the runes, it was possible to figure out roughly what purpose the unknown spell had, and the player needed to do that to win the game. No knowledge gained outside the game would have helped to figure out that particular problem (unless the player looked up the answer in a game magazine or on the Internet, but that's cheating).
http://www.gamedev.net/reference/articles/article1942.aspThe converse of intrinsic knowledge is extrinsic knowledge. This means knowledge that was gained outside the game world, perhaps in real life. For example, a player could use his knowledge that wood floats to retrieve a key attached to a wooden block just beyond his reach at the bottom of a narrow container by filling the container with water.
Half-Life made great use of extrinsic knowledge-based lateral-thinking problems. In one particularly memorable sequence, the player had to figure out that the giant tentacled monster was sensitive to sound and then could use that as a detection mechanism, necessitating extreme stealth or noisy diversionary tactics in its presence. Not only that, but the player also had to make the mental connection between the oxygen and fuel pipes running throughout the level and the ominous rocket poised directly over the seemingly invincible tentacle. There are many other such puzzles in Half-Life, but these are particularly notable (and ingenious) examples.
no, call of duty games
Does it make them poor?