gggmork
Banned

Posts: 1790
Registered: 06-07 |
Everything in the 'doom design analysis' is obvious to me and I agree with it. Its probably to be expected that someone with a career in modern games would be late to catch onto such concepts.
Maybe since mario 64 or who knows when, 3d games have been cookie cutter clones of eachother. They could essentially all be titled '3D Game', then with subtitles for that particular clone (mario 64, crash bandicoot, resident evil etc etc). I guess when code gets complex like that, it has to be borrowed to be efficient so everyone uses the same basic 3d code/light effects/etc. There are occasional more surreal experiments, like katamari damawhatever/ mario galaxy/etc that uses more unique game rules/laws than trying to emulate reality. Games don't have to mimic reality. Hearts is fun and it just uses abstract cards etc. The technological advancement of representing realistic objects in an artificial 3d universe is scientifically interesting but games aren't necessarily fused with realism. Games are about strategy (tactic/countertactic/planning/etc)/using your brain/skill (inputting complex keys etc that requires practice/learning). For keyboard-only at least, doom really puts skill/brain in overdrive (which is fun imo) because almost every finger has a key to push, thus making input complex and difficult/fun to master.
I wish I had more ability to make my own games easily. I might make a weird spidery creature that is just interesting/complex to control due to requiring intense concentration/skill. Like maybe it has 8 legs and you put your 8 fingers on asdf jkl; and each finger controls 1 leg somehow and you have to coordinate it in the right patterns or something. I basically like stuff that takes a lot of brain concentration and modern games are usually slow boring strolls through 3d worlds.
Last edited by gggmork on 03-01-10 at 22:41
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