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Old February 8th, 2009, 01:07 PM
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Gregstrom Gregstrom is offline
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Default Re: Off topic: How are games failing you?

Indeed. I was one of the designers (for my sins).
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Old February 8th, 2009, 02:32 PM
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JimMorrison JimMorrison is offline
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Default Re: Off topic: How are games failing you?

Battle for Emperor was sooooo -almost- awesome..... It had the atmosphere (got to love a cherished IP to work with, AND a strong legacy), and for the time, cutting edge visuals for an RTS. As far as I'm concerned, the UI was really the only thing standing in my way of joygasm.


Aezeal - that's why there really are 2 broad classes of RPG, "Action Driven", and "Story Driven". Diablo was so successful I think, because it's got a great hack-and-slash-Action-Driven-RPG package, with enough story to keep you a little immersed. Likewise, Fallout ranks as the king of Story Driven RPG, for the simple fact that even as turn based, the action is gritty and exciting, and no aspect of the game is less than mediocre.

Have you ever played Dreamfall: The Longest Journey? It's so Story Driven, I call it an Interactive Novel..... the "action" is almost non-existent, you don't have a character sheet with stats or attributes, the "game" itself is highly stripped down in many ways. But the story, my god the story is intense and riveting. Most games I am upset if there is no replay value, this was one where I felt like I had gotten my full value for one playthrough - and I didn't want to play again anyways, as it had such a cathartic climax. I see some used copies on Amazon for ~$10, I would highly recommend it at this price - IF you can appreciate a well orchestrated story.
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Old February 8th, 2009, 05:03 PM
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Gregstrom Gregstrom is offline
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Default Re: Off topic: How are games failing you?

Quote:
Originally Posted by JimMorrison View Post
Battle for Emperor was sooooo -almost- awesome..... It had the atmosphere (got to love a cherished IP to work with, AND a strong legacy), and for the time, cutting edge visuals for an RTS. As far as I'm concerned, the UI was really the only thing standing in my way of joygasm.
There were a whole wad of factors affecting the area. E:B4D wasn't being developed in-house, so EA and Westwood had a lot of say-so over the UI because it had to 'remain true to the C&C series'. The tabs for unit/building construction were (I think) our innovation (I joined after the in-battle UI was finalised), but I got the impression that generally there were a lot of restrictions on ideas we had put forward.

It's understandable that they'd worry about a third party working on their prized (and highly lucrative) IP, but maybe they were over-cautious.
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