Jehar
Forum Regular

Posts: 772
Registered: 05-04 |
<after doing a quick search to see if it had already been brought up>
You know, there's a lot of comparisons here to other games, but nobody has yet to touch on the one game I hope to find some common thread with in RAGE:
STALKER.
STALKER really had little to do but to depict in fine detail a large-ish world inhabited by NPC's, with discrete locations to explore, each with their own dangers, population, and surprises. No leveling, no stats (other than rough comparisons between weapons), no rpg-ish mechanics. Just you, your gun, and a lot of other people with guns with varied dispositions towards you that could change pretty rapidly.
In fact, it's the lack of rpg mechanics that really sucked me into the game. It strikes me that we've used rpg conventions to simulate real-time events in a non-real-time environment (read tabletop). Now that we have real-time environments to simulate, holding on to those mechanics seems to be a bit redundant in most cases. No, I don't need a stat to tell me how accurate I am when I'm the one moving the mouse.
So, if RAGE is largely just a world filled of places to explore and things to shoot, and it's depicted with a relative lack of macro-game mechanics, then I'll be in for a real treat.
Willits did mention at Quakecon, much to my chagrin, that if you wrecked your car out in the middle of nowhere, a taxi could be called to take you back to town.
Fuck that.
If you wreck your car, you should have to hoof it back to town across dangerous terrain, inhabited by tusken-raiders-oh-I-mean-mutants. If your car breaks and you can't get it back to the shop before the mutants wreck it like a H.G. Wells time machine, tough balls. Buy a new one.
That another thing that STALKER did very well: your equipment will wear out, much like in the SS-alikes mentioned already. STALKER did have a very good scavenge-to-survive mentality, and I can only hope RAGE has some of the same.
If not. Hey, it's an iD game. Mod it.
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