How games remain just the same as they have always been.
Although I will use FPS as an example in this article, I realize that Resident Evil: 5 is not one. I compare to that genre because AI need is often strict, as are graphics (closer adjusted view = higher GPU requirements, texture fidelity, etc.) and large levels to keep pacing. Also, FPS games (for some, like myself) offer more immersion, (first person = me, not some puppet I control) yet, many will submit that they can cause motion sickness or sometimes feel like they are ‘looking out a window.’ Many sub-genres have been done ‘FPS-style’ a few times with muted success, but I still personally find little to be immersed into when staring at any 3rd person character’s butt (or even over a shoulder).
What I will be discussing here and critically pointing out is gameplay fundamentals that have not changed. This translates to elements that remain exactly the same as when the very first games were conceived.
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The story of one character’s trip across the wastes…
Imagine for a moment – a book that writes itself. All you would need to be is that character, be placed in that world, have it be an interesting setting that you can interact with on many levels, and the ‘story’ would flow from that point. Fallout 3 is that ‘book’. Sure, you can follow the quests (whether main or side), but you don’t have to - there is tons to see and do aside from that. You might still stumble into the occasional quest that starts suddenly, but you can always back off – no one is forcing you do it, or even complete them.
I have played quite a bit of Fallout 3, and I suppose now is a good time for a review, although – maybe a bit late. I have also played Fallout 3 as a “good guy”, “bad gal” and a “neutral guy.” Bear in mind, I have had no experience with previous Fallout games, so I will not be making any sour whining noises about that, and how ‘it does not meet my sex fantasy expectations of what a dream game needs to be’ – blah, blah, blah.
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FPS games try to create “Artificial Intelligence” but, in general, do a very lousy job of faking the experience. Although F.E.A.R. goes farther than most, the main concept is still “creating the illusion of intelligence” (via sound cues) not by actually making an intelligence simulation.
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An in depth and advanced look at the ‘words beneath the words’ in real life & the movies.
The difference between ‘US’ and ‘THEM’.
Or; identifying useless enemies for the lower classes to hate.
As a scriptwriter, you are eventually going to need to ‘jazz up’ your crappy scripts to add interest where there just isn’t any. This can be easily achieved by the use of distraction, plus a decent sprinkling of manipulation of a generalized or specific character obsessed with hatred and blame, possibly focused on Gov’t or
corporate entities.
More specifically, document and broadcast language usage differs in reference from individuals to corporations and other large faceless entities, which ultimately minimizes any easily seen evil, probably due to the fact that large corporations are indeed, very, VERY evil. But, it remains that giant bugs & hideously deformed demonic-nazi terrorist- zombie-space monsters are still far, far more exciting, easy to hate, and action filled, not that different from a gas station twinkie. Just with more ‘oomph’.
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