Shaviro
Team Future Chief

Posts: 10319
Registered: 06-00 |
Interesting list, Zoost. There are a couple of points I don't agree on, though.
2. I want blood and gore too, but I want it to be tasteful. Doom/2 got it just right. There were dead, twitching, impaled, hanging, half marines about. Monsters "melted" when they died (caco/mancubus), but it was all done in a tasteful manner. What you are describing about seeing them suffer and begging for their lives, well that's over the line and straight into sick. Let's keep it somewhat tasteful.
4. Well. I would prefer it if the player had to be at least somewhat close to them in order for them to seek him out. Otherwise the level would end up empty in the late areas.
10. What? Doom 1 and 2 had some nice storytelling. I know that many people today laugh at the Doom storyline, but it's not like they have gotten much further today. Take games like Quake 4, Half-Life 2 or crysis. The storyline is just as "inexistent" as Doom2's storyline. Anyway, I'd like them to take a step towards better storytelling in Doom 4. Doom 1 & 2 were exceptionally great games for their time in many areas. And for an action game, their storyline really pulled me into this dark and dangerous world. Doom 4 should be no different. They should do their best to take FPS storytelling to the next level.
You mention you don't want to have to read or listen to people talk to you ingame. Well. The latter is Half-Life 2 and Quake 4's awful and primitive way of conveying the story. It's even the main method in those games. In small doses it can be good, but when you're facing a really long and boring monologue like in the two above mentioned games, you're bound to find it dull. Having to read can be very frustrating, especially if it's an actual demand and not an option for further details.
You mention that a game is about competing and about being better, about the score. That is true to some extent, but it's just one part of what a game is about. Many modern games don't feel like games, I would agree with you there. I enjoyed "playing" through Half-Life 2, but that was because it had some very interesting landscapes and it was an enjoyable movie. It was certainly not a game. I didn't die once during the play of HL2 and I'm not really a hot-shot player. It just wasn't at all challenging. It was about pressing down the forward key and sometimes pressing the fire key. Doom3 suffered from the same (wanting to be a movie), but the game part was a bit more evolved, even though it came off as being repetitive. Doom 3: Resurrection of Evil was a lot more robust on the action side of things. Quake 4 was a joke in terms of progression. It was exactly what Captain Red mentioned earlier:
Captain Red said:
01 get locked in a room
02 kill a hundred monsters
03 exit room
04 got to 01
Except you could add in a point 3.5: Listen to long boring monologue.
I think what they need to do with Doom 4, is to bring back some of the awesome traits of Doom 2. The sandboxy level design, the verticality of levels, the environmental challenges of crushers, toxic floors and so forth. Another very important thing that has been lost throughout the years is the monumental change of setting.
Doom 1:
Episode 1: Base
Episode 2: Base with hellish influence
Episode 3: Hell
Doom 3 had all of this, but the base part took up the vast majority of the game while Hell was just one level and the hellish influence was a little rare and not too interesting (with some obvious exceptions like the central processing map!)
Let's have some actual changes of scenery throughout the game that will help cement the feel of progress.
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