Thread:Deathstalker666/@comment-1915529-20140221183807/@comment-3547390-20140227230012

To me that is okay, but still small. So you just have problems with small text!

The irony is that we are supposed to be getting more and more rapid with improvements in technology. So why is it that we are basically using the same software to develop games as we were in 1998 and because of more demanding resources cutting down the game to be extremely minimalist?

With a franchise that is to be expected to some extent, especially with COD which churns out a game every year. But each game should be distinguishable if not in the same series if we could do it with a couple polygons back in 98!

They try to make it look amazing but don't put in the length or depth old school games had. Plus, to satisfy the mainstream they had to dumb down gameplay for those that don't have much time to play (and therefore want to complete it in a very short time). Every mechanic has a reason for existing, the problem isn't really the developers but the publishers and audience. When you have to choose between semi-obscurity and highly popular, I bet everyone would rather take the latter and so they try to appease the largest base of players on the market. The publishers know this and thus will not accept many games that take risks, meaning that game developers would have to risk being indie in order to be innovative. The problem with indie is that only Minecraft has reached success. When you have a job you take the route that is most stable, so is the case with publishers and therefore in turn developers. It is sad to think, but I think the people making the games have the least blame as they are basically forced into a rut.



You said something which is also important to note. Many old school gamers won't even touch a new school game, dismissing them as terrible. So even if we had a masterpiece come out this year, we would lose a generous portion of the demographic due to ignorance. So we already lost your standard gamer who is impatient and wants the game to be completed in one sitting to understand the story, plus the group that could save the industry by supporting a risky title will probably ignore its existence due to the year it was made. Still, I wonder if we were more patient back then. Quake is basically a rehashed Doom with different features. Jedi Knight latched onto an already existing franchise. The company that made Thief soon went under due to numerous reasons, even when Thief had GOTY awards, even though each one of their games was highly innovative and they basically started the 90s FPS craze (Carmack created a game after seeing what they did and wanting something faster paced). So we have Unreal and Half Life, two FPS games that just basically improved on the standard formula (though making their own worlds and being highly immersive, I don't know about the latter but I assume it is such based on opinions that I have heard).

Yeah, you got to the point I hit in the last paragraph while stating why it is different today to back then. We had more options back then, we were given choice and expected to act on those choices. Now we just tell you to go in a certain direction or die instantly (New Thief is apparently like this too). What type of light? Torches? Ambient Light? Make Karras light up like a christmas tree (another thing I did to Basso, poor basso)? Hmm, north central factory.... you mean that large alter room with the spiders? I thought the area with the golden child was a lot wider. I also am quite interested in the room with the fire. Plus, why do you need space when it is a mob of smaller children? Yeah... large numbers are better, that is why having a massive hoard of Zombies are fun. I found it pretty addicting to get a near unlimited supply of fire arrows and try to save Basso. Plus, if he died, I could just blow open Jeneviere's door! Surprisingly, she seems more adept at escaping then Basso (A chambermaid is more stealthy than a thief, I think I see why Basso was getting out of his profession).

The picture to the right shows the room I assume you are talking about. Correct, no (also, sorry about the darkness as I have yet to change anything and gamma doesn't change my screenshot brightness)?

Dig your hands into the earth and let the dirt and clay fall unto the ground. After a years passing, can you find that clay again? But drop a stone block, a beam, a fired brick and it will persist a year, and another hundred years beside.

EDIT: I swear, these freaks of nature were not of my creation. I could never be so insane to create the Monocle Child! It is but an urban legend, I mean you can tell the image has been photoshopped. There could never be something so wicked and vile that attacked Basso. Maybe it was liquor, maybe it is superstition, but in any case it is impossible for a robot to have a face like a human and wear a monocle. - My public statement on the whole issue of the Monocle Child affair.

As for why you are seeing ghosts, you are simply quite crazy! These things could never exist.

Hmm. It seems the smaller children are quite terrible fighters. I will have to see if I can fix it. If you saw the ghost picture, that is how a small child's hands looks when it is hostile (but not a ghost, so it doesn't float in midair and pop from place to place like the image you see).

I have... taken... Karras' flawed creations and with my own two hands made them into superior fighting tools (they are quite horrible at fighting though, even if it is hilarious to watch them fumble to kill one person, I might need to figure a way to improve their skills). With my own two hands! All in the name of the Builder!

Interesting... the Robots did pretty well when in a large group. There are some weird things, but based on what we are trying to do none of them are really relevant.