So if cheap multicores are the wave of the future, what makes Romero think that they won't be incorporated into consoles? There's something to be said for standardization, especially when it comes to coding for multiple cores.
"Third person" isn't really the same thing as "over-the-shoulder first-person". There's not a fixed camera on the second. Something like MGS is, for the most part, a third-person camera. Gears and Brute Force are only "third person" in the sense that you can see your character.
"Balance" is kind of a loaded term - what comes to my mind when you use the term is balance in multiplayer games or games in which the pros and cons are weighed with multiple characters/ styles/ abilties/ powerups, etc.
My most rewarding gaming experiences are those which ramp up gradually over the course of the game with intermittant difficulty spikes (bosses and big-accomplishment plot points). I think that many players, in addition to the other psychological rewards in games (avatar progressing, plot line advancing), want to feel as though their skills are improving as the game moves forward.
This seems to be basically what you guys are talking about here, but I'm not quite certain what your specific stances are. Does advocating "anti-balance" mean that one would prefer that a game's difficulty doesn't gradually increase? Does advocating "balance" mean that one would prefer that a game retain identical gameplay with the same difficulty level throughout the course of the game?
I'm not quite sure when Carmack's schitzophrenic break occurred. It really seems like he's hamstringing himself back to cellphone games because he can't replicate his past successes with actual game design.
His wife's company's name aside, Howard Roark he is not.
Heh - wanted to give a shout out to my Draka hordelings in bracket 4! Be seeing much more of you. And I'm eith you - fer God's sake let's stop with the "OMG U GUYZ SUCK I'M LEAVING" garbage.
Prince of Persia movie pics keep getting dreamier
Jul 29th 2009 8:28AM (Joystiq)Heavenly Sword's origin is on first Xbox
Aug 1st 2007 2:40PM (Joystiq)Have any games with this kind of console-hopping pedigree over many years turned out great?
John Romero: PC is about to make console its bitch
Apr 10th 2007 12:11PM (Joystiq)RedOctane site: Guitar Hero 3 coming in Fall '07
Apr 10th 2007 11:55AM (Joystiq)online multiplayer still needs to be implemented. I suspect that we'll see this in GH3. Maybe finally some wireless controllers too.
New games this week
Jan 29th 2007 12:04PM (Joystiq)Gears of War does the business in Japan
Jan 25th 2007 1:57PM (Joystiq)Gamer's Room 101: the argument FOR balance
Jul 19th 2006 11:15AM (Joystiq)My most rewarding gaming experiences are those which ramp up gradually over the course of the game with intermittant difficulty spikes (bosses and big-accomplishment plot points). I think that many players, in addition to the other psychological rewards in games (avatar progressing, plot line advancing), want to feel as though their skills are improving as the game moves forward.
This seems to be basically what you guys are talking about here, but I'm not quite certain what your specific stances are. Does advocating "anti-balance" mean that one would prefer that a game's difficulty doesn't gradually increase? Does advocating "balance" mean that one would prefer that a game retain identical gameplay with the same difficulty level throughout the course of the game?
Molyneux's Fable 2 dance recital at E3
May 12th 2006 5:15PM (Joystiq)MUCH more important than "you're a naurty one, aren't you?"
Carmack returns to cell games with Orcs & Elves
May 4th 2006 3:26PM (Joystiq)His wife's company's name aside, Howard Roark he is not.
Poor leadership kills BattleGround teams
Feb 15th 2006 5:02PM (WoW)Now let's go chop some goddamn heels!