[Jun 11, 2005, 11:29 am ET] - Share - Viewing Comments
Up on Computer and Video Games talks with Don Whiteford about Juiced,
and the storied track record leading up to the racing game's imminent
release: "Juiced has very detailed physics and handling, but there is huge
gameplay in there! Whereas simulations often just focus on driving, Juiced
adds significant and ever-changing consequences to your actions. On the
driving side, believability is the key word. Travelling at 100 mph through a
built up area is terrifying... not at all leisurely!"
- Elder Scrolls IV: Oblivion
There are a pair of Elder
Scrolls IV: Oblivion Q&As with Bethesda Softworks conducted at E3 on Waiting
for Oblivion. One
talking with Ashley Cheng and the
other with Gavin Carter: "You could get a drink and it'll raise your
stats, not compulsory. You know, I kinda hate (compulsory eating and
drinking). I don't think that's fun at all. You know, we wouldn't do that.
We have like all the food - there's all kinds of different food for the NPCs
to eat. They boost your fatigue. Marriage - I don't think we're gonna do
marriages. I think we don't really need that stuff. I don't think and I'm
not sure we really need that stuff. We really want the focus to be on the
plot, fighting these demon lords, I think all that other stuff is tertiary
and takes away. "
- Tactica Online
Tactica Online Mini Q&A #4 asks a few more questions of Luke Caruthers
of Imaginary Numbers about their upcoming MMORPG: "Originally we had a large
variance in the amount of damage done by attacks, for example, but in
testing we found that this detracted from the experience. This goes back to
Tactica Online’s roots as a strategy game – you want your success or failure
to be the result of the strategy you choose, not the result of some bad
random numbers. This approach is reflected throughout the game – if your
attack misses your enemy, it’s likely it was because they put some defenses
in place, rather than because that they just got unlucky. If you win, it’s
because you played better, not because everything just went your way today."
Vault's SUN Q&A talks with Webzen's In-Kyun Hong about their upcoming
action-oriented MMORPG: "3D action / adventure games offer more exciting and
thrilling gameplay than a typical single-player RPG, while a big appeal of
MMORPGs is the community aspect and interaction with real people instead of
AI-controlled objects. We've decided to take the best aspects from each
genre in creating SUN. On the battlefield, you can enjoy action /
adventure-style gameplay, whereas in town, you can enjoy the best aspects of
MMORPGs, such as trading, guilds and social interaction among thousands of
other players. With SUN, you experience the best of both genres. At the same
time, the reduced complexity makes it easier for people who are new to
MMORPGs to play and enjoy it."
- Guild Wars
Guild Wars Fansite Friday #46 on Mesmerize (thanks
Guild Wars Slovenija)
offers the latest Q&A with ArenaNet about their MMORPG: "This week's update
was one to which I was looking forward eagerly, because I had a sneak peek
at the contents and the design team had decided on a great list of changes,
updates, fixes and tweaks to the game. The reception has been remarkably
positive – more so then any other update, I would say."
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||Re: No subject
||Jun 11, 2005, 21:00
|" I think all that other stuff is tertiary and takes away. "
Absolutely. This is something that Rockstar should have known when making GTA: San Andreas. They tried to cram so much extra crap in there that it got in the way of the core fun of the GTA games.
If anyone wants to see the wisdom of Bethesda's focus, play San Andreas and compare it to the earlier games in the series. More is less.
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