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| [Nov 12, 2012, 10:56 am ET] - Share - Viewing Comments |
LambdaGeneration has word on Valve's software engineering efforts based on a video of a visit to Valve by some members of 4chan's /v/ (thanks Joao). This seems to offer the first concrete word on hints that they are working on a new game engine. Here's their transcript of the pertinent passage: Fan: Is Valve potentially already working on a new engine?
Fan: Source 2? Could or… could not be?
Gabe Newell: We’ve been working on Valve’s new engine stuff for a while, we’re probably just [incomprehensible, subtitled as: "waiting for a game to roll it out with"]
Fan: Is it going to be more than just an extension to Source? Is it an entirely new engine?
Gabe Newell: Yeah!
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| 36. |
Re: Valve Confirms New Engine? |
Nov 12, 2012, 15:06 |
theyarecomingforyou |
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Beamer wrote on Nov 12, 2012, 13:40: How would it work, though? Fewer enemies? What would you spend most of your time doing? I'm talking about a complete paradigm shift. We're basically playing whack-a-mole with generic, faceless enemies and we've become trained to expect that. What I'm talking about is creating real characters, genuinely intelligent and with unpredictable (not random) behaviour. I'm not suggesting simply adding more health, as that's what developers do now with boss fights. I'm talking about creating environments that are truly compelling and where you don't need enemies to feel engaged - much like Mirror's Edge and Portal managed. I'm talking about real adversaries, not bullet-sponges that appear on screen for all of twenty seconds (if that).
When I brought up Amnesia I was highlighting what can be done without actually having enemies on screen. What I'm suggesting is combining that sort of atmosphere (not necessarily scary - just compelling to the player) with enemies that you engage with on a different emotional level. So you can shoot them and they'll collapse to the floor but they don't necessarily die. An enemy that can drop their gun after being knocked over and they have to scramble across the floor or tactically retreat. And I'm not merely suggesting keeping them protected from taking damage. I'm talking about a different emotional connection where you have to really think about whether to kill them, as there are lots of none lethal options - ones where you can choose to work with them, for instance. Why are we always playing the hero?
The stuff I'm talking about will take generations of evolution and revolution and it's not something that will just miraculously appear on the market. But the games we're playing now are one dimensional, even those that try to offer more like Dishonored or Deus Ex: Human Revolution. The point is to give players something to do and make games more than shooting galleries that you walk about in.
BobBob wrote on Nov 12, 2012, 14:34: You should see this movie but don't read about it too much, to avoid spoilers: http://www.imdb.com/title/tt0139809/ I'll check it out. |
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