DraQ
Arcane
So, we all know of the decline affecting not only RPGs, but also other genres, particularly FPS.
In the light of my recent experiences, however, we do not quite grasp its magnitude.
Which is scary thing to behold.
Recently I've been replaying Blood, which I deem the best of Build games, and also probably the only game where you play the role of a bloodthirsty, pointlessly violent psychopath that I like - after all Blood executes both the 'dark' and 'humour' parts pretty smoothly.
Now, despite my high opinion of Blood, the details of actual level design managed to become fuzzy in my memory and I've remembered Blood as yet another ultimately linear key-hunt shooter, like Doom and its sequel, up until my recent playthrough. It was a bit of a shock.
Jesus Fucking Christ, how have FPSes declined since that time.
While in terms of level structure Blood is very conventional - four episodes (plus expansions), each consisting of a linear train of levels, each having entry, exit and a number of keys and doors controlling the flow, the game is hardly linear. There are so many possible routes through levels mind fucking boggles.
And this isn't Deus Ex or some RPG hybrid, it's honest, simplistic, mindless shooter where you blow up innocent mines while cracking smug one-liners.
Compare it with modern FPS games (and I don't mean STALKER here), with supposedly developed plot, supposedly far more refined and mature THAT ARE FUCKING CORRIDORS WITH CUTSCENES AND SINGLE FLOW DIRECTION.
This isn't about that pic comparing map design. In this pic the old FPS in question was Doom or Doom 2, which were still effectively linear, albeit convoluted and with far more interesting levels.
This is about going from strongly nonlinear levels, highly destructible and dynamic, allowing different, often obscure routes through them in old mindless shooters and fucking rails in modern, 'sophisticated' ones.
cdoex i vcdsgfWERSTETGR%T$ER^$UT^%YGRBGRGAEASW!!!!11111111111111111111111
In the light of my recent experiences, however, we do not quite grasp its magnitude.
Which is scary thing to behold.
Recently I've been replaying Blood, which I deem the best of Build games, and also probably the only game where you play the role of a bloodthirsty, pointlessly violent psychopath that I like - after all Blood executes both the 'dark' and 'humour' parts pretty smoothly.
Now, despite my high opinion of Blood, the details of actual level design managed to become fuzzy in my memory and I've remembered Blood as yet another ultimately linear key-hunt shooter, like Doom and its sequel, up until my recent playthrough. It was a bit of a shock.
Jesus Fucking Christ, how have FPSes declined since that time.
While in terms of level structure Blood is very conventional - four episodes (plus expansions), each consisting of a linear train of levels, each having entry, exit and a number of keys and doors controlling the flow, the game is hardly linear. There are so many possible routes through levels mind fucking boggles.
And this isn't Deus Ex or some RPG hybrid, it's honest, simplistic, mindless shooter where you blow up innocent mines while cracking smug one-liners.
Compare it with modern FPS games (and I don't mean STALKER here), with supposedly developed plot, supposedly far more refined and mature THAT ARE FUCKING CORRIDORS WITH CUTSCENES AND SINGLE FLOW DIRECTION.
This isn't about that pic comparing map design. In this pic the old FPS in question was Doom or Doom 2, which were still effectively linear, albeit convoluted and with far more interesting levels.
This is about going from strongly nonlinear levels, highly destructible and dynamic, allowing different, often obscure routes through them in old mindless shooters and fucking rails in modern, 'sophisticated' ones.
cdoex i vcdsgfWERSTETGR%T$ER^$UT^%YGRBGRGAEASW!!!!11111111111111111111111