MagicForDummies
Well-Known Member
Yes? No?
The best and most immersive game ever that does everything right, from gameplay, story,graphics, atmosphere, innovation, etc. is the prime example of good architecture.
What is architecture? " process and product of planning, designing, and construction" - from wiki
So basically what I'm saying is that the best games are the product of a well thought out product of planning and designing and execution more or less. The obstacles for game developers are almost parallel to architects. You gotta design something new and innovative, something that works and takes the player on an adventure, and at the same time send player on said adventure gracefully.
While of course the mainstream hootnannies are always gonna point to exactly where you're gonna go and "kill these guys I guess" like FINAL FANTASTY 13. ERGH. That is just really bad architecture.
Sure you got super atmospheric environments, but they are just backdrops. You can't go explore it like Just Cause, Far Cry 3, Skyrim. So FF13 un-jumps the first hurdle that is Gameplay / atmosphere. Comon guys, to really take in your millions of hours rendering the world, I gotta be able to wander off doing real exploration than just walking down a hallway. Sure.. Half Life 2 is pretty much one hallway from point to finish but it has places to just go fuckaround. (Like Highway 17. So many buildings in the landscape you don't even need to explore.) Or Duke Nukem 3D... yes. Fuckaround is a very important gameplay aspect. Its FUN. It breaks the rinse and repeat cycle you mainstream nitwits expect me to do. It introduces exploration and atmospheric potential.
Like COD or BF3, shoot guys. BANG BANG. Go to next part. BANG BANG. Borderlands 2 is borderline of that... to some degree. The fuckaround aspect, if widened greatly makes the game much funner. At least in Far Cry 3, you can do stupid things like I dunno, kinfe everyone? C4 i guess. Guns ablazin'?
Hallways aren't fun. Narrow hallways are even worse. That's like reading a book. But at least books have stories to compensate... and strangely good atmosphere as well. Okay, Books are bad examples. And you can't appeal to every demographic. So make wider hallways, or no hallways.
So if you want to make a good game. Make sure you design fuckaround spaces.
The second hurdle is story. FF13 unjumps that hurdle as well. But I'll continue with that later. This is getting TL;DR
The best and most immersive game ever that does everything right, from gameplay, story,
What is architecture? " process and product of planning, designing, and construction" - from wiki
So basically what I'm saying is that the best games are the product of a well thought out product of planning and designing and execution more or less. The obstacles for game developers are almost parallel to architects. You gotta design something new and innovative, something that works and takes the player on an adventure, and at the same time send player on said adventure gracefully.
While of course the mainstream hootnannies are always gonna point to exactly where you're gonna go and "kill these guys I guess" like FINAL FANTASTY 13. ERGH. That is just really bad architecture.
Sure you got super atmospheric environments, but they are just backdrops. You can't go explore it like Just Cause, Far Cry 3, Skyrim. So FF13 un-jumps the first hurdle that is Gameplay / atmosphere. Comon guys, to really take in your millions of hours rendering the world, I gotta be able to wander off doing real exploration than just walking down a hallway. Sure.. Half Life 2 is pretty much one hallway from point to finish but it has places to just go fuckaround. (Like Highway 17. So many buildings in the landscape you don't even need to explore.) Or Duke Nukem 3D... yes. Fuckaround is a very important gameplay aspect. Its FUN. It breaks the rinse and repeat cycle you mainstream nitwits expect me to do. It introduces exploration and atmospheric potential.
Like COD or BF3, shoot guys. BANG BANG. Go to next part. BANG BANG. Borderlands 2 is borderline of that... to some degree. The fuckaround aspect, if widened greatly makes the game much funner. At least in Far Cry 3, you can do stupid things like I dunno, kinfe everyone? C4 i guess. Guns ablazin'?
Hallways aren't fun. Narrow hallways are even worse. That's like reading a book. But at least books have stories to compensate... and strangely good atmosphere as well. Okay, Books are bad examples. And you can't appeal to every demographic. So make wider hallways, or no hallways.
So if you want to make a good game. Make sure you design fuckaround spaces.
The second hurdle is story. FF13 unjumps that hurdle as well. But I'll continue with that later. This is getting TL;DR