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Super Jamie

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    1. Show previous comments  16 more
    2. DuckReconMajor

      DuckReconMajor

      Creaphis said:

      Market research: What if someone took all the effort that usually goes into a 10-level episode and used it to build, test and polish a single, massive map? Would you, the reader (yes YOU) find it easier to approach such a project, because, hey, there's only one level, or would the high play-time of that map make it feel even more daunting and unapproachable?

      Makes no difference to me. Most big maps I get about 10 rooms in and quit.

      It's funny: I remember when I was younger, wondering why developers didn't just make really really long games instead of more technologically intensive ones. You know, like make a classic Doom game, but have so many levels it takes up the space of a modern game. After playing various wads and not finishing most of them, I've started to understand why.

    3. ArmouredBlood

      ArmouredBlood

      Creaphis said:

      Market research: What if someone took all the effort that usually goes into a 10-level episode and used it to build, test and polish a single, massive map? Would you, the reader (yes YOU) find it easier to approach such a project, because, hey, there's only one level, or would the high play-time of that map make it feel even more daunting and unapproachable?


      I'd prefer episodic maps. I like HR gameplay and having large maps = more room for monsters = more action. No matter how much the limits have been raised, there is still a (actually somewhat easily obtained) limit to how detailed you can make a gigantic slaughter map and still expect it to run well, as I've been finding out with Area42. Also my ratio of interest vs. tedium usually hits 1 at about 45 minutes, any longer and I'll be very tired when I finish the level.

    4. myk

      myk

      Creaphis said:
      What if someone took all the effort that usually goes into a 10-level episode and used it to build, test and polish a single, massive map? Would you, the reader (yes YOU) find it easier to approach such a project, because, hey, there's only one level, or would the high play-time of that map make it feel even more daunting and unapproachable?

      More like the latter. Without going into the performance issue, it's really nice to have stopping or starting points provided by the division into levels.

      I used to have problems finishing WADs when I sucked and relied on saves to wade through. It happened because the game was not really that much fun then. I tended to seek something in playing rather than playing for its own sake. "Finishing a megawad" was some sort of chore that needed some kind of reward.

      Nowadays, I might be no doomgod, but playing is less of an effort and comes more naturally. There are also ways to add play value to WADs, such as coop (private and public) or speed running objectives, if not a combination. My playing is also often related to other somewhat social events, such as when I play through a level set before watching demos recorded on it or when I play something with the intent to review it or at the very least make a public comment about it.

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