Game Designers require knowledge of programming and drawing?! WTF?!

Started by DreadStunLock, June 08, 2011, 11:08:36 PM

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Zedblade

Quote from: DreadStunLock on June 09, 2011, 01:37:03 AM

@Agent This is exactly why your posts get removed.  I'm sorry developers, but Project Stealth can't be counted as a serious "Game Design" there is just too much similiarities taken from Chaos Theory that it's not serious enough.

This is by far the most ignorant, foolish thing I've ever seen posted on this forum. PS's gameplay is indeed similar to CT. However it still requires us to design and build it from the ground up, modifying and changing things as we see fit. With your logic, every FPS game after Wolfenstein 3D isn't 'serious' game design since the basic gameplay of a guy with a gun shooting enemies is the same.


frvge

Overall, it's similar. Not the same. The extra bits we add, remove and change have big gameplay consequences. We're just barely starting to make changes as we've just recently (well, a couple of months) begun making the actual gameplay. But some things will definitly change in how you will play the game.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

B1nArY_001

It should be noted that although we are drawing from a specific game genre for inspiration, we have approached PS in the same manner developers in the past approached designing a FPS when those were new. You look at the fundamental game mechanics needed to place your game into the genre you are aiming for and then you look at what the previous game or games have done and you tweak it to make improvements and to make it a better game than the predecessor. Just because you aren't re-inventing the wheel doesn't dictate how "serious" of a development team you are.

While SCPT and SCCT may not have been executed to standards we the consumer were satisfied with does not mean Ubi's design template for multiplayer was flawed. The template is solid enough for use in establishing a new genre of game. Rather than attempting to re-invent the SvM style gameplay we are striving to improve it and provide a game that while not necessarily unique is instead fun to play and continues a genre that no one has stepped up to continue on with.

We have the advantage of not being tied to a schedule or financial restrictions. Nor do we have a corporate entity breathing down our necks to release by a certain date. All of us on the team and I'm sure all of you would love to see a finished product that has all the elements you loved in SCPT and SCCT but in a more stable, better looking and  fun to play package. This provides not only the current SvM fans with a game they want to play but also opens the doors to drawing new players into the SvM community.


DreadStunLock

Ohh ok, my apology.

@Zed that's a very good point and again I apologize.

@AgentX You as well then, 10 points for a good post for once :)

And again thanks to the posters for answers.

Zedblade

Quote from: DreadStunLock on June 09, 2011, 11:34:04 PM
Ohh ok, my apology.

@Zed that's a very good point and again I apologize.

@AgentX You as well then, 10 points for a good post for once :)

And again thanks to the posters for answers.

Apology accepted.