So I was just playing duke 3d on the 360, it has this particular feature that allows you to reload up to any point before you died. This is particular cool because instead of having to pause to the menu to save the game, you just played and focused on blasting the baddies, and having a good time
This allowed me to play the game more extensively then i normally would've as a kid when i first played it....and i noticed something.
This is exactly what we need more of in the whole stagnanty fps safe zone yadda yah...
I happened to be playing on 'damn i'm good' or whatever the hardest setting i could play at the time. Everything from the intensity of the baddies, the level design, the little breaks here and there to platform or solve a puzzle, the babes, movie references, and all of the other quirky things that made the atmosphere of the game is what i really want to see in another game....maybe not the same thing but something relatively unique, and fully realized.
it was using what was available at the time to make a solid game.
I just want to play a game were I'm running through green grass courtyards with white pillars, and monuments. stars, and moons with blue hues vibrating off of them. Mowing down blue zeus looking dudes (think avatar meets greek mythology) shooting energy orbs at you, ethereal anacondas flying around every shooting beams of light and devouring things, little midget robe guys with metal masks on with cannons.....and not have some stupid cut scene justifying, and putting context to everything. Just have the mystifying presence of all of this strange stuff to get you sucked in and ready to plunge into whatever depths await. It felt like an adventure as i was playing duke 3d.
I think if you get basic game mechanics, and well paced level design right...the experience will just happen, and the stories will just tell themselves. I think duke 3d had some short comings, probably just a few tweaks even....but god damn I wouldn't mind seeing someone polish that formula.
-------------------------------------------------
yeah...this is a pretty beaten to death argument but i just needed an excuse to go on about my game idea. I had a dream of it, and almost thought it could make a cool comic or something, but a game seems to be the perfect fit.
I wish someone who made games would see this, resonate with idea, and do a freakin kickstarter!
-------------------------------------------------
EDIT: For everyone that wants to lock me up in a casket and throw me off a cliff! Reading the comments I feel i'm not really making my point.
"I guess I wasn't really clear but duke nukem forever was nothing like duke 3d. The level design, and mechanics were completely different. Even the atmosphere was off, it felt like they just tried to tack on all of the superficial things on a mediocre modern game formula. It was missing the soul of duke 3d, which was the level design, and game mechanics. That's what made the weapons, baddies, one liners, babes, etc. fall and click into place in my opinion. DNF is the best example of why this 'safe zone' in game designing needs to go.
I suppose you can even apply this logic to other genre's of games. My main argument is that all of the conventions of the nowadays are getting in the way of what actually makes good pacing in a game. Duke 3d was great for the balance of platforming, shooting, level transition, secrets, etc. It's not just the wacky guns, wave's of enemies, babes, and one liners that makes duke nukem what it is.
This allowed me to play the game more extensively then i normally would've as a kid when i first played it....and i noticed something.
This is exactly what we need more of in the whole stagnanty fps safe zone yadda yah...
I happened to be playing on 'damn i'm good' or whatever the hardest setting i could play at the time. Everything from the intensity of the baddies, the level design, the little breaks here and there to platform or solve a puzzle, the babes, movie references, and all of the other quirky things that made the atmosphere of the game is what i really want to see in another game....maybe not the same thing but something relatively unique, and fully realized.
it was using what was available at the time to make a solid game.
I just want to play a game were I'm running through green grass courtyards with white pillars, and monuments. stars, and moons with blue hues vibrating off of them. Mowing down blue zeus looking dudes (think avatar meets greek mythology) shooting energy orbs at you, ethereal anacondas flying around every shooting beams of light and devouring things, little midget robe guys with metal masks on with cannons.....and not have some stupid cut scene justifying, and putting context to everything. Just have the mystifying presence of all of this strange stuff to get you sucked in and ready to plunge into whatever depths await. It felt like an adventure as i was playing duke 3d.
I think if you get basic game mechanics, and well paced level design right...the experience will just happen, and the stories will just tell themselves. I think duke 3d had some short comings, probably just a few tweaks even....but god damn I wouldn't mind seeing someone polish that formula.
-------------------------------------------------
yeah...this is a pretty beaten to death argument but i just needed an excuse to go on about my game idea. I had a dream of it, and almost thought it could make a cool comic or something, but a game seems to be the perfect fit.
I wish someone who made games would see this, resonate with idea, and do a freakin kickstarter!
-------------------------------------------------
EDIT: For everyone that wants to lock me up in a casket and throw me off a cliff! Reading the comments I feel i'm not really making my point.
"I guess I wasn't really clear but duke nukem forever was nothing like duke 3d. The level design, and mechanics were completely different. Even the atmosphere was off, it felt like they just tried to tack on all of the superficial things on a mediocre modern game formula. It was missing the soul of duke 3d, which was the level design, and game mechanics. That's what made the weapons, baddies, one liners, babes, etc. fall and click into place in my opinion. DNF is the best example of why this 'safe zone' in game designing needs to go.
I suppose you can even apply this logic to other genre's of games. My main argument is that all of the conventions of the nowadays are getting in the way of what actually makes good pacing in a game. Duke 3d was great for the balance of platforming, shooting, level transition, secrets, etc. It's not just the wacky guns, wave's of enemies, babes, and one liners that makes duke nukem what it is.