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Whatever happened to ambitious game design?
Jakkar
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February 24, 2011 - 9:32 am
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I'm thinking Sims, Spore, STALKER, Black and White, X-COM, Medieval: Total War, Grand Theft Auto 3.

These games were fairly ridiculous ideas. They were risky undertakings, some of them had rocky development processes and less-than-hoped-for outcomes, but they all had a grand ambition, an insane drive to do something that had never been done before, or to quite that scale.

… Right now, for the first time since I discovered the wider world of gaming as a community rather than merely a consumer with a Nintendo 64, I am not aware of any notably ambitious games in development.

Disabuse me of this perspective, give me something to hope for – what ambitious games are presently in development that I'm totally unaware of, or have forgotten?

 

P.S. Dwarf Fortress is a work-in-progress everyone already knows about, and is unquestionably the most ambitious game ever made, and I'll pistol-whip the next man or woman who says "Minecraft". Anything good about that game is brought by the players, not the ambitions of the developer.

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Steerpike
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February 24, 2011 - 9:47 am
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I think Activision/Blizzard happened to ambitious game design. But look not to the major studios, instead look to the Super-Indies... your Immortal Defenses, your Amnesias, your Sleeps Is Deaths, your AI Wars, etc.

Playing Bulletstorm, which is so gorgeous, I've come to a realization that technology might need to go backward for a while. The most innovative stuff is coming from those who aren't leveraging the strongest tech and aren't trammeled by the business model inherent to the games industry. Not that Bulletstorm is bad, it's awesome... but it was probably a $30M game to make, and while playing it I don't get to appreciate all the beauty and hard work that went into everything because I'm busy playing it. Which leads me to wonder if all that stuff is necessary.

Of course, finding those games amidst the sea of independent titles can be difficult indeed, until they float, like cream, to the top.

Life is the misery we endure between disappointments.

Jakkar
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February 24, 2011 - 9:57 am
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Mmm. I realised I just didn't care about the graphics anymore when I first played System Shock 2 in around 2007, and realised I was more immersed thanks to my imagination and a solid game design than any game made in the eight years since it had been crafted.

That still hasn't changed.

However I don't see any significant ambition in the indie world. Immortal Defense I first discovered when it was new some years back and loved it to little bits, but rather than being an ambitious design it was merely the absolute refinement of Tower Defense into something both radically simpler and infinitely deeper. It was a creative -mutation- rather than a newborn design, it broke no new ground it merely made better use of it than anyone before or since.

Amnesia is a beautiful and horrifying experience (judging by the demo and my faith in the team) but rather than breaking new ground its gameplay is largely a step -back- from Penumbra, removing freedom and the ability to fight back in favour of a -refinement- of the horror experience.

Sleep is Death, absolutely wonderful but rather than being ambitious it simply provides tools with which the player can be ambitious.

AI war has scale, but not depth - quantity isn't quality, however nicely made it is. Although that reminds me, I might be tempted to add Supreme Commander to the list for its epic scale compared to the rest of the field.

Oh! And Men of War! How did I forget you, my lovely little hat-sim..

Technology won't go backwards but it has, until recently, stalled - to the great benefit of gamers, I feel. Although we're starting to lose out now as the Xbox processor speed holds back the complexity of physics calculations in mainstream games.

 

So, can you think of any epic, ambitious, creative, NEW ideas presently in development? There's always at least one.. Except now I am not sure there is o.o

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xtal
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February 27, 2011 - 7:56 pm
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It's hard to find ambitious stuff without knowing the right places to look. Hindsight is 20-20.

Having said that, L.A. Noire looks ambitious to me, at least in the tech department, in that it is trying to be a game where you'll resolve situations by reading the expressions of characters. It's hard to determine how effective that process will be from an outsider's perspective, not knowing how much of it will actually come down to the technology being successful versus luck.

If being wrong's a crime I'm serving forever

Jarrod
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February 27, 2011 - 10:07 pm
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I hope LA Noire lives up to it's promise.  Team Bondi down in Sydney have copped a lot of flak, both for the game being 'vapour-ware' due to its long development timeline, and also for their work practices and supposed high-turnover.  I've been to their offices, which looked nice enough to me, and I think the game could be the goods, so I'm optimistic.  Australia has really cut back on the AAA games, so hopefully LA Noire will be a bit of a beacon in the post-GFC, games-company-toppling times.

A man goes to knowledge as he goes to war, wide awake, with fear, with respect, and with absolute assurance. – The Teachings of Don Juan

Jakkar
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March 1, 2011 - 2:54 am
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No, nonono. I refuse to believe in LA Noire. The gameplay videos are
growing more candid, and it's hard to ignore the fact there's an
unsettling abmount of hardcore, unrealistic, careless combat in there.

The
last major trailer left me with a powerful impression of parallel
development, the copycat nature of the industry. I don't know whether
to blame convergent thought processes, the collective unconscious, or
simple corporate espionage - but I see LA Noire as being to Mafia 2
what Dragon Age is to The Witcher. Every major 'outsider' game in
recent years seems to rapidly develop a twinner owned by EA or
Activision, suspiciously similar in too many respects for my comfort.

Ambition,
ambition ambition.. Still not finding it. I'd love to have high hopes
for Dust 514 but the little we know of it suggests a fairly
conservative design, only tenuously connected to EVE in terms of
interaction/consequence. Planetside Next appears to be essentially a
remake to revitalise the property and bring in new players and better
compatibility/accessibility. It would be incredibly ambitious if it
hadn't already been done.

MAG was interesting for its massive player counts but seems to have come and gone, lost on the PS3 no-man's land.

I'll keep searching.

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Toger
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March 1, 2011 - 4:56 pm
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I know I'll regret asking, (but I'm a bitch so I can do what I want [Image Can Not Be Found]):

Jakkar, you've stated several times over various and sundry threads which games you don't like, despise or don't find ambitious enough... so, in 50 words or less (important), which games do you like?

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Finkbug
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March 2, 2011 - 10:45 pm
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Steerpike said:

Not that Bulletstorm is bad, it's awesome... but it was probably a $30M game to make, and while playing it I don't get to appreciate all the beauty and hard work that went into everything because I'm busy playing it. Which leads me to wonder if all that stuff is necessary.


People've been arguing that for nearly as long as videogames have existed. Particularly since the birth of FPS games, which have always been viscerally tech/graphics driven at least as much as gameplay. I don't have an answer but it's a question you ought to seriously ponder given you are the Guy Consultant, Esquire. [Image Can Not Be Found]

One response in recent years has been the fetishization, er, I mean infantalization. No, no, deliberate and valid artistic choice and not at all hipster/nostalgia cash in to ape 8-bit graphics, even sometimes using huge budgets to do so. Someone's gotta sell Megaman 43 to forty year olds.

My loathing shows, but it's not always a bad move. Dino Run has some charmingly expressive animations of the protagnist dinosaur's idles. It may be my unalloyed love of the game's play coloring my view on this one.

I'd be the worst Sidekick Consultant everz: "Guy, Expensive Tie has no pants. He frightens me and not in the pretty girl way."

grooowrrrr! [menace menace] rrrrowwwr!

whitebrice
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March 3, 2011 - 2:23 am
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Interstellar Marines is nowhere close to completion, but RPS' recent interview with one of developers at Zero Point gives me some high hopes for it. In it, Kim Haar Jørgensen goes on at length about what he values from System Shock 2, including professing a love for its co-op.

 

I didn't even know the game had co-op, but the idea screams genius to me. If any of that bleeds from his mind into Interstellar Marines, the game could be something quite special. I like to imagine some strange mix of Stalker, Eve, and System Shock, though I realistically assume much less from the game.

 

What worries me most about the project is the game I imagine from the name alone. The developers emphasize that this is the game they want to make--one of the best perks from going indie is the removal of a publisher's influence on the game's direction, as they tend have a vested interest in steering a project toward the lowest common denominator--so why does their labor of love have to be Space Marines: the Game. They want to make a game based on the most tired genre convention in a market space filled with them. Personality is one of the greatest strengths an independent has over a AAA game, but a name like Interstellar Marines sounds awfully boring to me. I hope the developers can make up for the weakness, but the game's not much more than a shooting gallery right now, so who knows.

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Steerpike
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March 3, 2011 - 8:37 am
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Welcome aboard, Whitebrice!

 

I'll have to look into this game a little more. Aside from generally knowing it existed I didn't know much about it. In fact, I sort of dismissed it based on the title... as you worry others will. A title can mean a lot, and as you put it, there's no more exhausted a genre convention than space marines.

Gregg just talked about Stacking, which sounds like an inventive little puzzle game, and the ecosystem of independent developers who are free to explore their own (sometimes wild) ideas will surely produce plenty of innovation in years to come.

Life is the misery we endure between disappointments.

Jakkar
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March 4, 2011 - 8:33 am
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Whitebrice wins cookies! [Image Can Not Be Found]

You nailed one! Yes, I'd consider Interstellar Marines a truly ambitious game. Thankyou for bringing a ray of optimism into my dreary view of gaming, I had completely forgotten it in the lull after Running man.

Also, shark-creatures. Joyful shivers.

Toger: ... I wrote a list of over seventy before realising I was only allowed fifty. Fifty WORDS? But what about games like Shadow of the Colossus, that's four words in just one title! I will foil you by removing the spaces from individual entries!

Fallouts, STALKERS, DeusEx, SystemShock2, GrimFandango, FullThrottle, Morrowind, DungeonKeeper2, Startopia, BlackandWhite, ResidentEvils, Sacrifice, SyndicateWars, TheVoid, Necrovision, ShadowoftheColossus, RedAlert2, GhostMaster, Neocron, Planetside, TotalWars, MenofWar, RedFactionGuerilla, DwarfFortress, VampireTheMasqueradeBloodlines, AssassinsCreed(Both), Hitmans, NooneLivesForever, Commandos(All), OddWorlds, Carmageddons, Warhammer40kDawnOfWar, Defcon, BaldursGate2, Halos, FEAR, BushidoBlade, JaggedAlliance2, SoulCalibur2, MetalGearSolid, TheSuffering, EternalDarkness, GTA123, SilentHills, AVP2, PlanescapeTorment, TheWitcher.

FIFTY WORDS by the standards of wordcounttool.com >.>

*collapses to recover from running around his house checking shelves dictating this list to the dear Pixie*

Finkbug
Maine
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March 5, 2011 - 12:59 am
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If you can convince anyone on the planet Necrovision was in any way innovative, which I realize you were not claiming, I'll buy and eat three hats. If you can convince someone it wasn't boring bordering on bad I'll buy and eat one.

grooowrrrr! [menace menace] rrrrowwwr!

Jakkar
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March 5, 2011 - 5:48 am
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I rise to the challenge, prepare to digest polyester fibres and little eyelet/buttons depending upon the type of ridiculous hat!

NecroVision possesses one of the most varied combat systems ever implemented into an FPS – a game in which I can carry any pistol or melee weapon in one hand, and any pistol, melee weapon or general combat device/tool in my other hand, firing/stabbing/illuminating/throwing my way through, with melee attacks available on the firearms, throwing attacks available on the melee weapons and a quick-grenade button, among many other things I've forgotten. Oh, and the holy Kick button.

The end-result is the ability to dive through a window firing two luger pistols in slow motion into a crowd of fifteen german zombies, grab and hurl a grenade from my belt to the right, reload the left pistol while entering a combo attack with the right that involves pushing the pistol into a zombie's mouth and blowing the top of its head off, swap that empty pistol for a trench shovel with one keypress as I fire my freshly reloaded left luger at another zombie (as the grenade goes off behind him, staggering him forwards and destroying two others), the round causing him to stumble and spin away as it impacts his shoulder, kick him in the ass with my huge American boot  causing him to fall staggering forwards over the fallen bodies of the shrapnel-laden corpses beyond, then throw the trench shovel after him, penetrating his spine and nailing him to the opposite wall as my character howls out a drawling insult to its ugly undead mother, while simultaneously firing the reloaded right pistol into a crowd of oncoming zombies before deciding to sacrifice my vision in the dark in favour of survival, pulling a gas lamp from my pocket and hurling it at them, where it explodes in a ball of improbable flame, consuming another three – all the while, time is rippling as my combo-chain digs deeper, popping up sequential comedic combo names, my character is spouting off increasingly melodramatic satanic idiocy in a deeper and growlier voice and blood and limbs are spattering everywhere.

In order to leave the room, I have to physically jump and wiggle and clamber my way over a pile of physics-active ragdolls which are still twitching in the doorway, requiring several more kicks, then a grenade to dislodge/dismember them so I can actually get through.

The closest I've seen to this kind of variety of combat techniques in an FPS is Duke Nukem Forever or Blood, for their massive, varied inventories – or perhaps a Thief/Deus Ex for their various nonlethal options and traps. None of them had the sense of speed or fluidity of Necrovision, though.

The latter portions of the game collapse into a bizarre and incomprehensible sequence of gigantic tunnels filled with monstrous lumpen shrieking things with no feet, and vampire molemen in crab-shell armour. I think I remember wearing a demon-possessed glove that launched fireballs and summoned the undead, and there was a bit where I rode a dragon. It wasn't very good. It was a bit of a chore, actually – but much better than Painkiller's weaker levels, still.

Throughout the game you'll find very nicely voice-acted notes, written by lost and terrified soldiers on both sides of the conflict, relating twisted, amusing, chilling or touching stories about their experiences – coupled with various strange individuals who drop in and out of gameplay – including a memorable meeting with a gentleman locked in a German cell beyond the trenches, who, well.. Okay, it's J.R.R. Tolkien.

It's packed with similar easter eggs and secrets from end to end – very much in the vein of Duke Nukem/Wolfenstein, its strongest early inspirations.

Now that I've played Necrovision I can't return to Painkiller. I tried. It bores me senseless now. Where are my zombies throwing rocks at me because I won't get off the roof, where is my bolt-action rifle with four different attachments, where is my kick button to launch living enemies off the battlements of germanic castles, where are my CLOCKWORK ELECTRICK MECH SUITS.

Where are my giant robotic scorpions, where is my dragon-riding segment. Where is my ability to freeze enemies in time with magic before firing rockets at them, or my dual machineguns held under each arm, my zombies who keep getting back up or my ability to collect and carry six trench shovels then throw them in rapid succession like a circus performer.

This is a game designed from the very beginning with the intention of being an incomprehensible Eastern-European b-movie containing demons, vampires in crab suits, giant robots, the living dead in the trenches of World War 1 – in which a combo system slows down time, reduces ranged damage and increases melee damage in order to incentivise NOT using cover or hiding, making it easier to run through a hail of bullets throwing stolen bayonets and then stamping on the enemy's face until he stops screaming than to sit at the back exchanging bullets/shooting explosive barrels/waiting for them to reload. Then you snarl, standing over a bloodied pile of limbs, "REMEMBER MY NAME.", or perhaps "CONSIDER YOURSELF PURIFIED…".

It has all the heart and spirit of Duke Nukem-Serious Sam-Painkiller, with gameplay, AI, combat systems and weapons variety massively superior to any predecessor.

As I just discovered another writer has already brought up (Here), Necrovision is in fact the predecessor to Bulletstorm in many of its features (kicking enemies in combination with attacks to create combo chains while howling automatic taunts) – so I'm guessing PCF had some discussion of this design before the team split up, some joining Epic and others forming The Farm 51.

It's a total mess, it makes no sense, the voice acting ranges between excellent and embarassingly horrific, and like most games it falls apart toward the end – I am nonetheless absolutely in love with it – because unlike so very many, it's fun. So much fun. And I cannot predict it.

Who's convinced?!

Better get down to the milliners, Fink! [Image Can Not Be Found]

 

Edited post-script: Oh god, don't make me ramble this early in the morning.. *clutches head*

I feel I should probably clarify what makes it innovative rather than just raving about how good it is; vast array of weapons I can assign to either hand with a variety and flexibility unprecedented, combo system effectively implemented in an FPS encouraging you to play the game the way the developers envisioned it, in total opposition with the design zeitgeist of the moment, de-emphasising the use of cover in favour of berserker behaviour, totally giving in to immersion in the thick of combat as you swap between weapons bashing, slashing, stabbing, throwing, casting magic and burning with hellfire. Active physics capitalising upon Painkiller's ragdolls by making corpses semi-permanent, resulting in the massing heaps of the dead blocking further AI from getting into the room, or you from escaping it without doing a bit of work.

That last bit is important. My first real active thought about game design at the age of around 12 was when I told an old friend, as we sat playing the early Counter-Strike betas on his shiny Tiny PC, that oneday 'ragdoll' physics on dead bodies would result in the ventilation shafts of cs_assault being blocked to further access. I was wrong, Counter-Strike Source chickened out and made the ragdolls noclip players, but NECROVISION SHOWS THE WAY... The way to a better tomorrow, in which I can PILE UP MY ENEMIES AND SIT ENTHRONED UPON THEM IN THE AFTERMATH OF BATTLE! O.o

Or perhaps play a zombie MMO where the fighting is only as important as your clan's willingness to work together to rebuild the fallen walls and throw the bodies into the fire with discipline and protective gear that offers immunity to disease, rather than +10 fire resistance..

*drifts off into fantasy*

whitebrice
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March 5, 2011 - 3:21 pm
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Jakkar said:

vampire molemen in crab-shell armour


 

I edited out the unimportant bits for you. That right there must have enough innovation for at least 2.4 hats.

 

Also, I think you have a point with the bodies thing. The idea of no-clip corpses is an odd stylization from which the industry should move away. Was anyone else bothered in Stalker by the two types of corpses: permanent corpses placed by the level designers which could not be searched or dragged but could be stepped on; and non-permanent corpses caused by the deaths of NPCs which were searchable, draggable, and unable to clip. I realize this dichotomy was likely borne out of technical limitations and gameplay concerns--I would hate to get trapped in Call of Pripyat's bloodsucker lair only to have my exit blocked by their fallen bodies--but nonetheless it gives more import to the designer placed bodies, as if player-created corpses had less consequence when the whole reason I love the Zone is because GSC creates the illusion that I can affect it.

Jakkar
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March 5, 2011 - 3:36 pm
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You're making me miss the original STALKER design again. This isn't difficult, someone does it on these forums once every two or three days. I'm remembering plans for every man to die to fall, but become food for scavenging animals, dragged around, dismembered - decomposing over time, allowing you to judge how long he had been dead... The idea of shooting birds out of the sky, trading the bullets for food and a bit of radiation poisoning.

It's a mistake by game developers to think that just because a character is dead their story is over and they are no longer relevant - few games, Hitman among them, accord the dead the respect they deserve - a misplaced corpse in a few special games can ruin your whole day 😉

Vampires in crab-shell armour.. Hrmm. I would draw the line between 'innovative' and 'amusingly retarded' here. Got to admit, that section of the game was bad >.>

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