To celebrate the extraordinarily high and important milestone of 500 blog views:
One night, a couple weeks ago, someone reminded me of this video of Crysis MP from back in early 2007, and it made me realize something funny: it’s actually not that different from Crysis or Wars, meaning just a few changes reverted could largely fix the game, especially if it’s built on Remod which has a lot of the other issues not seen or apparent in the video already fixed. I ended up going for it, reducing recoil and increasing movement speeds etc., while still retaining all the good stuff from Remod.
All this being in IA and TIA, but it should also apply to PS to an extent.
There aren’t actually any of those obnoxious issues people had with Wars anymore and it’s a relatively good Crysis game, depending on how you look at it. I say it depends on how you look at it because there’s one thing that many players will probably find unpleasant: the feeling. My idea of game design is that it can essentially be split in two: logic and feeling. Logic being things like weapon balancing and other things that are almost entirely based on logic; feeling being about how the player feels and how the environment and everything else in the game feels to the player. These two factors, feeling and logic, play together all the time. Now, although the logic part of the game is generally fixed, I think the feeling part lacks; it’s not immersive enough, the balance between the need for reflexes and strategical thinking is off, there’s not a clear goal in the game etc. But a lot of people aren’t bothered by this and more importantly it might just be me, so I must be careful.
To get properly back on topic, the plan is to fix and work on things some more now, produce a little gameplay video à la the alpha video above as well as, maybe, a narrated version of it and then release 0.3 accompanied by the videos in an “announcement” on Crymod, and then some events! Maybe I will organize one or more PS playtests before all this, perhaps even go through a more long-term period of gathering official (basically people who are willing to take an effort to get and use SVN) playtesters and getting the mod into something more worth it. I guess it’s clear by now I like to just go with the flow and don’t really plan far ahead ;)
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