Depends on the game. It's not like every game should have massive free roaming.
Gotta learn how to appropriately judge subjects, guys.
Gotta learn how to appropriately judge subjects, guys.
Not by any means. But when they put so much effort into everything else. And then leave me with a hallway of a map because they didn't meet deadlines on time somewhere during development. I get a little pissed off at the $50 dollar price tag I see on the box. When not that long ago, games worked from start to finish out of the box, no crashes, no patching system, they either tested it, or it didn't hit the shelves. Which has caused alot of these small DLC map situations.number2301 said:Because the only value in a game is the map design?Antari said:Well if they are going to give me a basic map, they had better slap a VERY BASIC price tag on the game.number2301 said:With regards to bias, how about you compare the Doom map to Fallout 3/NV or Stalker? I've never played Stalker so I'll leave that to one side but Fallout 3 is to all intents and purposes an FPS with RPG bits added on. How big is the map there?
You're just looking in the wrong places, modern straight up shooters are story driven (which I think is fantastic by the way). This necessitates a more linear approach.
Go for something more freeform and you've got your complex maps.
The lesson is, unless you are a brilliant designer, don't imitate Half-Life.AjimboB said:Half-Life 2, which is considered by many to be one of the best shooters of all time, is as linear as the map on the right.
You don't have to have super complex map design in order to have a good game.
I agree. Whether or not linear, multipath, or open world approaches to a game (and in this case, fps) is appropriate depends on what sort of game is being made. It might be interesting for a series to experiment with different approaches.Anarchemitis said:Level Design Theory is an art in of itself. Lots of interesting stuff to read here [http://developer.valvesoftware.com/wiki/Category:Theory].
Duke Nukem Forever, from what has been shown, has particular emphasis upon branching pathways in levels. The cut down Level 15 has a pretty decent driving section, then a rather large Canyon area. The Canyon is littered with various guns, differing pathways, and plenty of Pig Cops to shoot with the various guns on the branching paths. It isn't "These buildings, rocks, etc fell in a very specific way and stop me from going that way". There are at least 2 different ways through the level, both eventually leading towards the same turret section.PurpleSky said:it's not biased at all, fps today suck and are linear, unless the developers actualy base on free roam for the entire game, anything with a story(levels) is just boring, you barely have places to explore, and every time its just for hiden things, not an alternate way around the levelRichter_Kleiss said:Heh. The image might be a little biased, but I can understand what they are getting at. Would you prefer to have slightly less linear fps experiences, in favor of take (a route) or (b route), but both end up in the same place anyways?
I think I probably would, but I think there are still better options.
I wish you could proove me wrong with a game, but you can't
"Ets liek teh movie pictures!" It's a FUCKING GAME.MasterV said:Haha, I thought I was the only one who thought the FPSes had become, literally, what we used to call "corridor shooters". There's no map anymore. No exploration, no freedom. You're taken by the hand and forced down a very linear, very predetermined path. All in the name of "cinematic feel". Wheee!
Although it is like that for the most part - driving areas open up a bit more - it's also got level design that doesn't feel like you're being pushed down a corridor. I never once found myself saying in HL2 that I was too restricted and needed to have it let me branch out, whereas other strictly linear games leave me feeling confined, almost as if I'm on autopilot.AjimboB said:Half-Life 2, which is considered by many to be one of the best shooters of all time, is as linear as the map on the right.
You don't have to have super complex map design in order to havea good gamesuperb level design.
Yeah, like we somehow end up with overly linear sandbox games.Dark Knifer said:You want a non-linear FPS? Try metroid prime. That will keep you entertained for quite a while.
More ontopic, quite a few FPS do seem to be getting more linear and shorter, but I imagine this will pass eventually when a different genre becomes the target of the mainstream audience. We will see what happens in ten years time.
Which I explained, beautifully I might add, on the first page of this topic./Ego Bar boost.SkittlesKat said:Apparently Duke Nukem will be fairly different.
Thanks, I was without hope until now.Triforceformer said:Duke Nukem Forever, from what has been shown, has particular emphasis upon branching pathways in levels. The cut down Level 15 has a pretty decent driving section, then a rather large Canyon area. The Canyon is littered with various guns, differing pathways, and plenty of Pig Cops to shoot with the various guns on the branching paths. It isn't "These buildings, rocks, etc fell in a very specific way and stop me from going that way". There are at least 2 different ways through the level, both eventually leading towards the same turret section.PurpleSky said:it's not biased at all, fps today suck and are linear, unless the developers actualy base on free roam for the entire game, anything with a story(levels) is just boring, you barely have places to explore, and every time its just for hiden things, not an alternate way around the levelRichter_Kleiss said:Heh. The image might be a little biased, but I can understand what they are getting at. Would you prefer to have slightly less linear fps experiences, in favor of take (a route) or (b route), but both end up in the same place anyways?
I think I probably would, but I think there are still better options.
I wish you could proove me wrong with a game, but you can't
One is a "Fight through the hordes" enemy gore-fest path, the one taken in this video: http://www.youtube.com/watch?v=VZMBU48kGxM . The other one, while I can't find footage of it, is more about creative killing based on the accounts of those who played. You can find things like the new Beer power up, a buffed HoloDuke, etc, to kill the Pig Cops inhabiting scattered shacks and such. But it still leads to the turret section. But if you DON'T feel like going to the turret section, you still have the freedom to check out the other path you ignored.
The DNF demo has much to explore and interact with. From the Holoduke in the cactus, to the interactive turd in the toilet back in the start of the demo. Topped off with Duke Nukem himself. Now if only those bastards at Gearbox will release "dat demo" to the public.