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echo: apogee
to: KEN PRETTY
from: JONATHAN FINGAS
date: 1998-02-15 19:43:00
subject: Re: Number of enemies

 KP> now *that* idea i like, i've been waiting for that sort of thing to be
 KP> introduced into a game for quite awhile, or even just the option of
 KP> just being able to actually *see* the rest of your body, i felt
 KP> a little let-down when quake didn't have that..
  Of course, you have to consider just what horsepower Quake needed (for its 
day), and how it handled things.  Obviously, the weapon model and the player 
model were two different things altogether, and allowing the computer to 
render your own player would have messed things up.  They could have created 
unique weapon animations, but the character system (vertices, not skeletons) 
would have required much more memory, like 16 MB (as opposed to 8).
  Perhaps the Prey team should try and use the actual player model for those 
kinds of animations!  (hint to 3D Realms people within earshot)
 KP> maybe, and while that's awesome you have to wonder if thats what people
 KP> *really* want..
 KP> sure it sounds cool but it might get fustrating if the 
 KP> grenade launcher you
 KP> need to blow open a door on the 15th floor of a hotel is lying on the
 KP> checkout desk way down in the lobby. i love the idea of being 'limited'
 KP> just like a real person but i hate it at the same time, i imagine it
 KP> has something to do with being somewhat 'coddled' by 
 KP> all the 3D games released
 KP> so far... 
  But then, you could probably just take the elevator down to the lobby!  Ah, 
modern convienience.  :-)
 KP> and when a game comes out where you can die from hypothermia and
 KP> only carry as much as a normal person could then many people who are
 KP> used to the seemingly endless stamina of the 'doom-guy' are going to
 KP> take a step back and say: 'wow... im going to die because i just fell 
down
 KP> a hill and broke my ankle and i cant walk and it's 20 below out here..'
 KP> i guess what im trying to say is most people's first impression when
 KP> they hear of a game where it's realistic is 'cool! i can do stuff like 
n
 KP> real life!'. but then, if the game is too realistic they may throw it in
 KP> the garbage because when it comes right down to it 
 KP> people like un-realistic
 KP> games, realistic very rarely = better..
  Actually, I think there have already been a couple of "super-real" games, 
of sorts: Robinson's Requiem and Deus.  Unfortunately, they relied too much 
on their vast repertoires of medical ailments (including infection from 
wounds!), and didn't focus on making a FUN game.
  But what I'm thinking of is one that is a more realistic EXPERIENCE, where 
you feel like you've been dropped into a scary, unforgiving world.  In 
Trespasser, you'll probably run for the hills when you encounter your first 
Velociraptor; but in a game like Turok, your first instinct is to fire a 
grenade at it.  Where's the realism there?  Prey should, at the least, have 
more formidable enemies.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)

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