What people accomplished back in the day is utterly astounding. Small teams of 1-5 people creating EVERTHING for a game. Elite, a 3d space shooter/trader with hundreds of worlds took 22k of memory. The 3D games that ID pioneered and took up a few megs. The simulation behind games such as Transport Tycoon. And of course, the stuff you mention.Roberts is worth WAY more than Garriott. And he only just now got back into gaming. He didn't leave by choice. When EA offers you 20million and then Microsoft offers you 25m to NOT make games, you take that cash and start a movie production company
Anyways, he's back now. And his next IP will blow everyone away. His engine for WC1 was analogous to building a gasoline engine in 1450AD. No one came close, and then this teenager does it like it's taking out the trash. We'd still be playing 2D iso scrollers if it wasn't for Roberts.
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You guys may LOVE your current games, and that's great. I do too. But if you weren't a part of watching these games evolve from '79-'92 you just can't fathom how companies like Origin and Id changed EVERYTHING. They took an industry that said 3D engines with Earth Physics were impossible, and made it happen. That type of innovation and evolution doesn't occur today, because we're far more limited by technology? So were they. If we saw that innovation through the 00's, we'd all be playing virtual reality games that could feed us and give us handjobs from Mila Kunis.
Name one company today that isn't about the bottom line AND makes best sellers? That's the real problem. Chris Roberts was out programming what would eventually become a billion dollar IP using a fucking Commodore at 13. Where is that today?
Well to be fair, looks like older Ultimas too, it's just the way it was done back then. Don't know if I want to have to drag and drop every fucking thing though. Like when he cut that board into 4 sticks and then had to drag drop all 4 of them I was like ugh I don't wanna do that. Hopefully there will be some "Pick up all" keys and shit, I don't mind having to organize my bags but having to move every little thing in the game is annoying as shit. The text interface was pretty interesting, mostly what will matter if how much content can they make, how complex the dungeons will be and shit like that. The dungeon they showed looked extremely linear but since it's a super early alpha build demo thing can't really judge on that.Hah, the inventory interface looks exactly like UO
For me I don't mind a laborious or non-streamlined crafting system if I don't have to level up a crafting skill with a bunch of bullshit I don't want to do it. If I get a pommel from some boss dungeon, pay a sack of gold for a rare imported metal and get a gem from Lord British for a quest and craft it into a sword I don't care if it takes a few minutes to do it. I'd rather do that than have to collect 500 bearasses and click the 'make the thing I want' button 500 times just so later I can click the craft button later once I can make the sword.Well to be fair, looks like older Ultimas too, it's just the way it was done back then. Don't know if I want to have to drag and drop every fucking thing though. Like when he cut that board into 4 sticks and then had to drag drop all 4 of them I was like ugh I don't wanna do that. Hopefully there will be some "Pick up all" keys and shit, I don't mind having to organize my bags but having to move every little thing in the game is annoying as shit. The text interface was pretty interesting, mostly what will matter if how much content can they make, how complex the dungeons will be and shit like that. The dungeon they showed looked extremely linear but since it's a super early alpha build demo thing can't really judge on that.
Exactly this. A lot of these things are just making up for limitations in games. Unfortunately, forums are full of tards who cry that it's hand holding and games were better back in the day when you never knew what you were supposed to dolooking at the 3 month vid, a few posts back. need to check out this 6month one still.
6month vid
3 month vid mentions "no quest log". honestly. I hate that shit. I do not think its good design. Games are not the real world. the designer has total control over what is a thing and what isn't. It is FAR too easy to put in red herrings, and false quests. and game designers that think, "no quest log" is a good idea, also seem to be the same ones that thing subverting their own design with red herrings is a great idea.
Yes, the dev in THEORY could plan for this, and be sure to give subtle clues and proper feedback to what is or isn't working. if you have a hidden quests, you as a designer need to allow the player to complete that quest in every way possible. The forethought required for this is near impossible, and more often then not, bugs or lack of designer forethought creates a situation where the player does something that should complete or progress the quest, but fail to. leaving the player thinking, they are barking up the wrong tree and moving on.
A classic example is the pendant in Dark souls. Developer outright lies about it doing something pre-release.
anyone can make an unsolvable puzzle. Good puzzles and good riddles need to be well crafted. 10times more work to make a good puzzle then an impossible one.
there is also the issue with remembering wtf you were doing when you take a break from the game for any period of time.
Yeah, they're tards and that's total bullshit. There were clue books and quite a few magazines (I mean TONS) which every month included maps, cheats, etc... I remember my 6th grade science teacher asking us for spoilers for Space Quest, and a bunch of kids sitting around tables at lunch in the late 80s going over Ultima maps and spoilers.Unfortunately, forums are full of tards who cry that it's hand holding and games were better back in the day when you never knew what you were supposed to do