kingmohd84 wrote:I do not deny that "some" games on current generation consoles will meet such innovation but they are few and far between.
Here's the thing: retro games with such innovation were few and far between too.
kingmohd84 wrote:I do not deny that "some" games on current generation consoles will meet such innovation but they are few and far between.
J T wrote:Your examples of games like Halo and Call of Duty are of games that came out in a well-established genre. I think we often get nostalgic for the games that were the first games to popularize a genre- those games did not. I think people will be excited to come back and play certain modern games that did start a movement. For example, I could see people coming back to play a game like Plants VS Zombies or Minecraft, which both popularized their respective genres.
Another thing about your examples is that they are games with a major story component. There are very few movies or books that I ever want to repeat, largely because once I know the story, it's never as exciting the second time around. Games that are strictly gameplay focused (which most of the older games were) are easier to come back to play again in the future. Modern games like Street Fighter IV or Team Fortress II are gameplay focused, so they are more likely to be played repeatedly over time than say a story focused games like Uncharted or Bioshock. The only story-driven games that I can imagine wanting to play again in the future after I have already beaten them in the past are ones where the world is so fascinating and unique, that I simply want to go back to the game to revisit it.
Zing wrote:For a great example of how limitation affects game design, read the "making of" Crash Bandicoot. It is some of the more entertaining video game related reading I have ever had the pleasure to experience. It blew my mind how much effort they put into getting the game they wanted to work on the system at the time. Other devs accused Naughty Dog of having Sony give them inside access to the programming API, since the game was deemed impossible at the time.
http://all-things-andy-gavin.com/2011/0 ... ot-part-1/
AppleQueso wrote:Zing wrote:For a great example of how limitation affects game design, read the "making of" Crash Bandicoot. It is some of the more entertaining video game related reading I have ever had the pleasure to experience. It blew my mind how much effort they put into getting the game they wanted to work on the system at the time. Other devs accused Naughty Dog of having Sony give them inside access to the programming API, since the game was deemed impossible at the time.
http://all-things-andy-gavin.com/2011/0 ... ot-part-1/
Oh man I love this kind of stuff. Not through reading it yet, but it's really cool! I kinda miss the days when a modern game could be made with a 4 man team.
There's a great article about the making of the N64 port of Resident Evil 2 if you hunt around as well. Really great reads.
RyaNtheSlayA wrote:Just one thing to add, games are harder than ever to create. I find it absolutely disgusting that anybody could think that the majority of these people don't have a passion for their job.
RyaNtheSlayA wrote:Also, 4 gigs of ram in the mid-late 90s.
AppleQueso wrote:There's a great article about the making of the N64 port of Resident Evil 2 if you hunt around as well. Really great reads.
Zing wrote:AppleQueso wrote:There's a great article about the making of the N64 port of Resident Evil 2 if you hunt around as well. Really great reads.
Is this it?
http://www.gamasutra.com/view/feature/3 ... hp?print=1