I want a visceral brutal fighting game where you can just chuck your foe through a window and while they're covered in broken glass you could just stomp their shit. Just some incredibly brutal street fighting game where you can fight through stores, traffic, etc.
Imagine starting the fight in an office, ending on the roof, and then chucking your bloodied foe off, then escaping the battle with a shattered leg.
it would be beautiful.
Kinda funny reading that, cause I inherently play the 'good guy' in games; partly cause it's in my nature, and partly cause I know the 'bad guy role' never is as well designed as it could be.
I always find it funny when you can be a dick in a game but everyone acts like your a hero :P
True that, but ludo-narrative dissonance happens in all games, be they linear or non-linear. Then again, when most games award you for being a douche then why would you even TRY to act like a hero?
I feel that writers should take a more active part in the design process; more often than not stories are simply slapped on top of a finished game.
When I think of it, I recall only a handful of games that had an enjoyable plot; and (in most cases) it was enjoyable only because its writers didn't even attempt to do anything serious.
I want to see a game with great level design and story, the first halo felt so epic the first time through, huge areas, big battles, a great balance of back tracking without making it boring, it almost felt like a zelda game with guns.
Id like to see more non-linear level design. Loads of current games have incredible art and enviros, but it always feel like your being herded down a preset tunnel. Id like to see more games where you have to get from point A to point B, but theres like 10 different paths you can take to get there, so next time you play the game it can be new again and again. Kinda like what Autocon said - generally more freedom of what you can do
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Lighting / Shading is what makes games still look 'cheap' compared to film.
I loved that game. You could disable their arms and legs, too, IIRC.
Imagine starting the fight in an office, ending on the roof, and then chucking your bloodied foe off, then escaping the battle with a shattered leg.
it would be beautiful.
Kinda funny reading that, cause I inherently play the 'good guy' in games; partly cause it's in my nature, and partly cause I know the 'bad guy role' never is as well designed as it could be.
Here, I said it! You can lynch me now.
Doesn't that Discovery Channel game on Xbox Live (deadliest warrior or something like that) offer the same?
I always find it funny when you can be a dick in a game but everyone acts like your a hero :P
True that, but ludo-narrative dissonance happens in all games, be they linear or non-linear. Then again, when most games award you for being a douche then why would you even TRY to act like a hero?
I feel that writers should take a more active part in the design process; more often than not stories are simply slapped on top of a finished game.
When I think of it, I recall only a handful of games that had an enjoyable plot; and (in most cases) it was enjoyable only because its writers didn't even attempt to do anything serious.
saw mine, thank you Halo Reach it was also spelled wrong....FUUUUUCKKKK!
but i already knew that so I wasn't surprised. thats what you get for not noticing in time : /
Not really......
more of that ^^