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echo: apogee
to: JONATHAN FINGAS
from: PATRICK MCCULLOUGH
date: 1998-01-12 03:44:00
subject: Prey

 Jonathan Fingas wrote in a message to Lee Jackson:
 LJ> Maybe because we don't want other teams to pick up on the little things?
 LJ> Those are what usually makes a good game a lot better (see DN3D for
 LJ> examples).  We don't want them picking up on big things either, BTW.
JF>   That doesn't really make a game BETTER, it just prevents rivals
JF> from getting the jump on you.  But how do you explain id?  They
JF> reveal practically everyting, to the point where you find out a
JF> feature had to be removed because Paul spilled his Jolt Cola on the
JF> disk the code update was on (that's not real, of course, but I'm
JF> sure it'll happen one day).
 Reminds me of my cousin, who spent an awful lot of time and money
 going to school to learn to be an architect... and on his first
 day at his first job, he spilled his lunch all over a set of
 blue prints he'd been given to work on.
 They fired his butt.
 Food and computers don't mix. 
JF>   Besides, what about the little things?  Skeletal animation is no
JF> big secret nowadays; neither is coloured lighting or 32-player
JF> deathmatches.  Now if it came to whether vehicles were drivable
JF> objects with their own physics and general behaviours, then I would
JF> keep THAT a secret.
 There are probably a ton of things they and they alone have thought
 of, so why NOT keep it a secret?  Why give the competition some
 ideas?  Make the competition worry -that's a better way. 
JF>   I think this partly stems from Apogee/3D Realms' origins.  You
JF> people were basically THE shareware company way back when.  As such,
JF> Apogee is generally more traditional.  But when you get companies
JF> like id who actively enforce smallness and a sort of rogue attitude,
JF> things start to change.  I'm not saying Apogee is worse or anything,
JF> it's just that companies like id and Shiny have succeeded even
JF> though they spill their guts on what a game's engine is like.   Oh,
 Maybe, just maybe... id and Shiny want to pre-sell their games and
 the engines that go with them.  Maybe they count on that to make
 back a ton of their money.  So perhaps some of it is advertising
 out of despiration. 
JF> and one last thing ("oh, no," I hear)... what's up with Apogee and
JF> graphics?  There seems to be an aversion to making more
JF> graphically-modern games.  Take Stargunner, for example.  Great
JF> little shooter, but you need a 486... and not a DX4, either!  This
JF> in the day of "P90 or higher" on every box.  It's nice to see gamers
 Stargunner is not exactly a January 1998 game.  What is it, a few
 years old now?  Duke is a few years old too.
 It's only recently that people could even buy these super-fast Pentium II
 300 machines.  Hell, when Duke came out, a Pentium 100 was considered
 pretty darn good.
 Now, the game companies are programming for 3dfx and the PII's, but
 it does take a long time to get a game on the market so some guessing
 has to go into figuring out what sort of PC will be common when the
 game actually hits the stores. 
 Even so, you've no doubt read the comments about what Prey will
 require.  They sure aren't programming _that_ for a 486.  :)
JF> for gamers on the cheap, but how many people would have bought Duke
JF> 3D if it had been stuck in 320x200 and with 4-player support, only
JF> on LANs and modems (no TEN or Kali)?  I'm sure it would have found a
JF> market, but probably not as large as it has been.  It would be nice
 Surprisingly enough, a lot of people still play it in single-player
 mode.
JF> if we could see a side-scroller like Stargunner (Stargunner 2?) with
JF> 640x480, 16-bit colour graphics and dynamic lighting effects.
 Try Raystorm on the PSX sometime.  Not a side-scroller, but...
 Patrick
--- timEd 1.10
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* Origin: Layzner SPT-LZ-00X (1:133/1024)

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