Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-3547390-20160420095515

I didn't realize it was a crash, I saw some message stating their servers would be down for a bit of time and then was unable to reply or log in again.

E3M5 of what game? :P

Decorations are fine, they were the start of detailing in rooms, which in turn meant things could be hidden in a room instead of behind a push wall. Plus it adds landmarking to make everything different from a never ending series of corridors.

The problem is that Descent doesn't feel like a FPS to me. That would be like describing Alone in the Dark and how it has full 3d. How can you have immersion in a flight sim? You are constantly moving forward through the world, you can't stand in a room and appreciate the atmosphere. It would be like trying to play Quake on a conveyor belt, it would be terrible for exploring a world. A flight sim is its own genre with its own set of rules, but those rules are different and decide how design should be entirely different. The thing I am talking about here, an immersive world, is impossible in a flight sim.

Consistency is perhaps the wrong word to use. Like I said, a bunch of levels looking the same is not my idea of a good game, that is Seth's predictability. I don't want a game where most of it involves a large castle and looks pretty much like each other in some theme. When I talk about consistency, I talk about it like how it is in Unreal or Thief. Both of those titles have absolutely no predictability, in fact each level is entirely different from the previous in texture set and theme, which is better in my opinion because that means each level has its own identity. But both also have extreme consistency, you can get a sense of how the world operates and an idea of where you are in comparison to where you were before. Each of Heretic's episodes had predictability, so did Doom and pretty much every other episodic game. Quake is pretty much like that, as I have said it was the start into a world, it wasn't the high quality example to look towards (just look at the subtle world building rules in Quake compared to something like Doom and earlier titles, it was starting, but it still had predictability over consistency).

Are you sure about that? Go to the window of E1M1 and tell me that one of the Shotgun guys didn't try to successfully hit you, nevertheless actually managed to shoot you.