Extra Punctuation: Not All Sequels Suck

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WabbitTwacks

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The_root_of_all_evil said:
Games: GTA 3 vs GTA 1 or 2? Street Fighter 2 vs Streetfighter? Dungeon Keeper 1/2?

It's a good rule of thumb, but it's not set in stone.

And just to annoy Yahtzee, Buffy (TV Series) beats Buffy (Movie).
I actually enjoyed the first two GTAs more than GTA3, but then again I'm a 2D freak.
But yeah, Buffy the series is much, much better than the movie.
 

GrizzlerBorno

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believer258 said:
GrizzlerBorno said:
That's what I've been Saying (rambling) for a LONG time now! Personally, I want Valve to release a retail version of Source that lets us Noobs make 3D FP games without any (or very little) technical knowledge.
It isn't Source, and it isn't exactly amazing looking. Hell, the AI included in it is perhaps the worst you have ever seen. But if you want to get introduced to making FPS games, try googling for FPS Creator; it has an included set of textures and stuff, it's quite easy to get into. It's very basic but worth a try if you've got some time on you.

Never seen that before. Will definitely look up when I can, Thanks!
 

Georgie_Leech

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Hello, I'd like to introduce you to someone:

This is (sometimes) CHARNAME, the protagonist from the two Baldur's Gate Games on PC. He is quite cross because you didn't mention him, what with BG2 being a good sequel in every way: more gameplay, in many ways more fun; a better villain; more character development for more characters with more relationships... Everything the first BG did, the second dis better, along with it's own touches and additions.
 

lord.jeff

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I find it weird that you apologized for making a hasty statement, and then go on to make the exact same statement about another medium, not only that but you went to say game stories only improve because of the technology and that's not true either, nice way to undo your apology. As for the Inform 7 it's a good idea that well allow for more games, which is good but I don't think many would be good, even if several novelists used it. Game writing has a few extra aspects to it like giving the character consequence for failing, limited control on pacing, and presenting puzzles in a way that any one can find the solution(I think this is where most writers well fail). I do think would be a good teaching tool for game development students though.
 

Twilight_guy

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Nov 24, 2008
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Maybe I'm just biased here but that game dev platform sounds a lot like UDK if it was a little more user friendly. I mean everything in UDK can pretty much be done by working with pictograms represent complex codes and links. Programming with kismet, material creation, linking animations, designing levels, queuing sounds, pretty much everything is accomplished through graphics and flow charts. Its not as user friendly as it could be meaning that some time needs to go into cracking what goes where but its still the most user friendly thing you can do with a non-programmer base. Maybe that's just me.
 

Vhite

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I dont dislike Meteroidvanias but I think that Castlevania 1, 3 and 4 are much better. But thats just my opinion, probably because I prefer simple games with harder difficulty.
 

Vhite

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Kopikatsu said:
NightmareTaco said:
Just because the story's good doesn't mean the game's good, of course. RPG Maker comes to mind.
Some RPG Maker games are pretty incredible.

Leo and Leah [http://rpgmaker.net/games/2324/] Incredibly thought provoking story. (Especially after chapter 4)

Sunset over Imdahl [http://freehare.com/games/detail/sunset_over_imdahl] Shows just why time travel is never a good idea...

Ara Fell [http://rpgmaker.net/games/12/] Widely hailed as the most beautiful RPG Maker game.

Exit Fate [http://site.scfworks.com/?page_id=3] Basically Suikoden

Edit: FEH! I completely inverted the point of your post. I apologize for that. RPG Maker game with a good battle system...? Well, the one that comes to mind is...

A Home Far Away [http://rpgmaker.net/games/2226/] Youtube up some gameplay videos.
Indeed. One game made on it is my 2nd or 3rd in my top 10. Its called Broken Hearts, but you will probably never play it because its czech game but combat is best I have ever seen in JRPG, difficulty is rather brutal and it only add to the story when you finish it because it is so good/bad that it just broke for 2 days and I hated it year after I finished until I slowly realized that even story with very bad ending can be a good story.
 

Harry Mason

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Yahtzee said:
But what if mainstream gaming took the Inform 7 approach? Create a deep, intuitive toolset designed for non-programmers that can let you create models, textures and game mechanics with dropdowns and a visual mouse-driven interface to as complex a level as the user desires, so that any lone developer, like ones who specialize more in aesthetics or story writing, can create a game that could then be sold in mainstream circles or over Steam to anyone who wants to look for it? .
Um... Little Big Planet 2, much? I know it's not perfect, but I've played Plants Vs. Zombies, Classic Zelda, Zombie Survival Games, and a Heavy Rain thing (one of the coolest levels ever published) all on my PS3 for $60. The Controllinator has gotten the game creation past the "always including Sackboy" thing and there are awesome, easy to use tools for making top down shooters, platformers, puzzle games, strategy games, and even a rudimentary FPS. Someone just programmed a 3d camera, for god's sake. Just check out "Hansel and Gretelbot" and tell me that it doesn't have amazing potential!

By the way, everyone play Fruit Fight: Cherrybombers! Does that count as self promotion?
 

Shjade

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Feb 2, 2010
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The_root_of_all_evil said:
Games: GTA 3 vs GTA 1 or 2? Street Fighter 2 vs Streetfighter? Dungeon Keeper 1/2?
In order: tech upgrade sequel, tech upgrade sequel, and haven't played them.
 

bartholen_v1legacy

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Jan 24, 2009
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". And from an enlightened modern standpoint, absolutely nothing looks worse than PS1-generation polygon graphics, not even photos of dying children. "

That gave me a good laugh. I'm not so sure about the rest of the article though.
 

Negatempest

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The_root_of_all_evil said:
Films: Alien/Aliens, Godfather II, Dawn of the Dead, Goldfinger (though that may be cheating), Star Trek 2, Terminator 2, Empire Strikes Back (Dodgy ground but it's a contender), The Dark Knight, Mad Max 2, The Toy Story Trilogy, Lethal Weapon 2, Addams Family Values

Novels: Dexter in the Dark, Barchester Towers (The Warden), Huckleberry Finn (Tom Sawyer), War of the Worlds (The Crystal Egg), A lot of Lovecraft's "inspired by" works, Wild Cards.

Games: GTA 3 vs GTA 1 or 2? Street Fighter 2 vs Streetfighter? Dungeon Keeper 1/2?

It's a good rule of thumb, but it's not set in stone.

And just to annoy Yahtzee, Buffy (TV Series) beats Buffy (Movie).
Damn you, ninjaing me a good 3 hours before I read this article. Damn you and time machine uses!
 

bojac6

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They do have games that are made by writers using a simple programming language and an intuitive interface. It's called Table Top RPGs. No computer game ever has or will match the freedom, story telling, or sheer fun of a good session of D&D.
 

Covarr

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May 29, 2009
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Sequels better than the original? Matt Hazard: Blood Bath and Beyond. Same protagonist, similar sense of humor, but they realized that the gameplay in the original was reeky and boring so the sequel played nothing like the first.

P.S. Thanks
 

Aphroditty

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BloodSquirrel said:
BreakfastMan said:
I actually think that is a bad thing. Let us look at books for example. Would it have really been good if writing books was so complicate that only a select few with years of training could write them?
Well, actually, it already is. Writing takes both talent and experience, and is much more involved than "have a good idea and then write 400 pages of your characters diong things". Very few people actually write on a level that is publishable. See: Fanfiction.
And yet, because there are so many people writing and reading compared to just two hundred years ago, literature has blossomed and expanded a hundredfold.

What you're talking about is Sturgeon's Law: 90% of everything is shit. Good law, although obviously the percentages don't have to be that precise. But the point is, when the number of people producing stuff expand, both the pool of awful stuff and the pool of 'good' stuff get wider and deeper. More than that, having a rarefied, hermetic elite (like the field of game development has been, although increasingly less so with the upsurge in indies) as the only producers of art doesn't tend to give us good art, it just tends to lead us to accept what they are producing, bad or good.

Besides, even awful stuff sometimes has value to those who created it. Is there a reason to deprive people of the ability to create something for themselves that they can value, simply because most others don't have a similar opinion?
 

demoncub1990

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I can't say that I've played the first two Baulder's Gate games but my favorite RPG is Baulder's Gate: Dark Alliance I'm not sure if it's any better than the original or the second one but that might be a moot point due to introducing new characters and such.
 

Mosop

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Aug 25, 2010
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There are some programmes that allow people to creat games with little to no knoweledge of programming (such as the Blender Game engine and it's logic bricks) however most of these sytems are very limited and it can be very hard to create something decent.
 

BreakfastMan

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Jul 22, 2010
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BloodSquirrel said:
BreakfastMan said:
I actually think that is a bad thing. Let us look at books for example. Would it have really been good if writing books was so complicate that only a select few with years of training could write them?
Well, actually, it already is. Writing takes both talent and experience, and is much more involved than "have a good idea and then write 400 pages of your characters diong things". Very few people actually write on a level that is publishable. See: Fanfiction.
The point is that those people can actually create a story (or at least something that vaguely resembles one in many cases) with a relatively small amount of effort. No, they will probable not be published, but they can at least make something without years of technical know-how. Video games don't even have that.
 

BreakfastMan

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Jul 22, 2010
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cynicalsaint1 said:
BreakfastMan said:
Yahtzee Croshaw said:
But what if mainstream gaming took the Inform 7 approach? Create a deep, intuitive toolset designed for non-programmers that can let you create models, textures and game mechanics with dropdowns and a visual mouse-driven interface to as complex a level as the user desires, so that any lone developer, like ones who specialize more in aesthetics or story writing, can create a game that could then be sold in mainstream circles or over Steam to anyone who wants to look for it?
I actually think this is your strongest point in that entire article. I had been thinking about the same thing myself recently. All other forms of story-telling (books, movies, music) are all very easy to create. All you have to do is just pick up a pen and some paper/video camera/instrument and go at it. Video games are not at the point were they can do that (the closest thing is Game Maker, and even that needs a decent amount of technical expertise), and I think that is really hampering the medium. You hear that developers? Make a freeware program that makes creating games so stupidly simple my grandmother could do it! Get on it! :mad:
I think the problem with this is that the more you simplify the language the less control you have over what you can create with it. Making a text adventure game is one thing, but when you start talking about more complicated games its a different story. While toolsets and specialized scripting languages can help remove complexity from programming and such, they tend to be rather focused in what you can do with them. So no matter how powerful your toolset you're always going to be limited by what its capable of, and generally speaking the simpler the toolset the less powerful it is.

So sure coming up with a simple intuitive language for creating text based games is one thing, but more complex games will always require more complex tools, and more complex tools will always require more technical knowledge.

Really I think the best route is to the kind of scenario being talked about here is through modding toolsets. You can take out a lot of the complexity due to the fact that most of the guts of the game are already put together.
I do agree, that is a problem. That is probably the only reason something like that does not exist at this point. But I can dream, can't I? :)
 

OmniscientOstrich

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'Speaking as a novelist, writing a novel is easy. Well, actually it's probably a lot harder than most people realize, but it's a lot easier technically speaking than making a game. But what if mainstream gaming took the Inform 7 approach? Create a deep, intuitive toolset designed for non-programmers that can let you create models, textures and game mechanics with dropdowns and a visual mouse-driven interface to as complex a level as the user desires, so that any lone developer, like ones who specialize more in aesthetics or story writing, can create a game that could then be sold in mainstream circles or over Steam to anyone who wants to look for it? Would that not spark the same creative renaissance in gaming that inexpensive digital cameras created in the film industry?'

Oh, so now he's all behind the idea of creating a development toolset system that easliy enables those with little game design experience to craft their ideas. So much for only wanting games by 'professional game designers' (see LBP review) eh Yahtzee, you quixotic, hypocritical shit.
 

rickynumber24

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Feb 25, 2011
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beema said:
I really wish more of those early 3d-era games had taken the "leper king" approach.
The awful low-polygon count blobs that made up so many games then are a complete turnoff for me, both at the time they came out, but more especially now when I want to go back and experience some of the ones I never played.
I know people love the shit out of FF7, but for me the hopping marshmallows that were the characters on environment maps that were super detailed made the game feel absurd. I always imagine how cool it would have been if they had stuck with 2D sprites for just one more iteration, and just made them super-detailed.
Yeah, it's fun to play the "guess the pre-rendered background part" game. :p
(... where by "fun", I mean "an interesting distraction"...)

My personal pet peeve is actually the control scheme: It's really, really hard to tell, sometimes, where you can get to from where, and they really like making you go directions that don't correspond to the cardinal directions on the gamepad.