[QUOTE=Rahdo;195889]The theme of the game is actually a fairly important factor for me personally. You’ve got to remember, the fact that a civil war has broken out on the Ark is literally a tragedy… blue & grey, brother fighting brother type stuff. It’s also bitterly ironic, considering the lofty, high minded ideals Ark was founded on. It’s in no one’s best interest to be killing each other, and both sides of the conflict have only taken up arms because they feel they have no other choice.
The themes present in the narrative of the game are all about how they do have a choice, and they have to look beyond their personal point of view if they really want to solve the problems they all face as a shared community.
Sorry, started going off on a bit of a theme rant there :o[/quote]
I wanna rant too!
I’ve had mixed feelings about the theme/narrative stuff you’ve been talking about so far.
First, the negative: I hate cutscenes. I’m wary of this cutscenes during maploads idea.
Imagine that when your map loads, a disembodied voice says “Your gameplay is important and may be recorded for training purposes. You are in a queue. Please wait until one of our operatives are available to help you. Your gameplay is important and may be recorded…” etc. This is what cutscenes are like to me.
Skip/turn off/mute buttons, please. If I am to be forced to watch something during mapload (other than a progress bar), tactical information is about the only thing that doesn’t grate on the nerves.
Positives: I really like the way you’ve been talking about the use of juxtaposition. It’s the old writing adage - show, don’t tell.
There was a map I was making for ETQW, that I probably won’t get a chance to finish because other life-stuff™ has come up.
The story was that the humans wanted to pull the Strogg fleet away from the Applied Phlebtonium Atmospheric EMP Voodoo Machine in New Zealand, and so decided to broadcast everything they’ve discovered about the Strogg as loudly and for as long as they possibly could into space using the Arecibo Observatory.
The Strogg would need to assault the facility from the North, break through the frontline defence, build a short-range slipgate, and then destroy the actual transmitting equipment aboard the cradle.
Through the map, you’d see stuff like the Angel Ramos visitor centre with battle-damage, burning and smoking, but still with “OBSERVATARIO DE ARECIBO” written on the side.
I was never going to beat people about the face with a 20-minute long codec conversation, but people who knew a little history would realise that the telescope was built around the time that humans were quite eagerly looking for extra-terrestrial intelligence, and was first opened by firing off a message into space towards any aliens who might be listening.
This time the humans would be using the facility in the same way, but for entirely different reasons and in a vastly different situation. At the same time, the visuals of all that stuff built during a much more innocent and hopeful period was a pretty good juxtaposition, I thought. lol games r art etc
I remember something Locki (I think?) said, which was that a cool idea is a cool idea, but is useless without the effort put into making it work. I consider theme to be very similar, in that it’s the kind of thing that can make a great game transcendent, but is utterly, utterly worthless without the actual game there to work off.
On topic ragdoll stuff:
There’s nothing quite as useful for immersion as seeing your enemies blown halfway through a solid wall, or with their own leg sticking out of their chest.
I have an idea, though. From the current description of SMART, it seems likely that the character models have a load of IK going on, right?
If that’s the case, why not add a little ragdoll to living players? Make character models recoil slightly from hits, to act as another visual hit feedback. With a little pervasive ragdoll everywhere, you really don’t need ridiculous helium-corpses screwing up revives.
Note: I am not talking about kickback from taking hits like in Quake Live, that stuff can go die in a fire.