3D Adventure Games
Okay, I haven''t played Gabriel Knight 3 yet or anything, so I''m not sure how it plays. Anyway, I was a big fan of the adventure game in it''s time. It was a simple puzzle solving experience with pretty 2D graphics with sprites, funny well thought out and scripted characters and a nice involving experience with more plot that most other genres boasted at the time (ie - Wolf3D, Duke Nukem, 1 million + 1 sports games). I''m thinking that there could be a big potential for the 3D adventure style game to be the next big immersive experience for gamers.
The chance for extremely high quality plots and scripts with excellent character interaction could make it as close an experience as it could get. There''ll be less focus on the combat and violence, the same ability to explore a large area that RPGs have and this could allow for a much more freely flowing game experience.
The only two problems are designing one that doesn''t have the strong linear puzzle sovling that the adventure games of old had, and that''s most likely what killed them. But also one that lacks direction. Due to the similarities between adventure games and rpgs I have noticed that if you don''t know where you are supposed to be going and what you are doing it can become quite an annoying affair.
Anyone tried to design this kind of game or thought of it. Anyone played a game like this and can say what was wrong with it?
It sounds a lot like an RPG that I am trying to write, but it is 2D isometric (although I could expand to 3D iso) at the moment. It is nowhere near completion and I would hope that it would get somewhere near to it this year, but I do not see that happening. I like the idea anyway
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
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made due to popular demand here at GDNet :)
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
We''re the only ones online right now aren''t we?
At the moment me and my brother (co-designer) are trying to flesh out a game that runs basically on the 3D adventure game principle.
We sort of needed a way to go ahead and have the perfect gaming interface where a person could investigate a rather large crime scene (basically a city that has become a ruin of villainy and criminalism) and we are at a loss to find a current system that would facilitate that.
At the moment me and my brother (co-designer) are trying to flesh out a game that runs basically on the 3D adventure game principle.
We sort of needed a way to go ahead and have the perfect gaming interface where a person could investigate a rather large crime scene (basically a city that has become a ruin of villainy and criminalism) and we are at a loss to find a current system that would facilitate that.
It sounds very difficult to achieve. I think that you would need to just go with simple 3D engine and have levels where you investigate certain parts of the city. It could work in iso thoug (my system) but it doesn''t sound like that is what you are looking for...
And yeah, we seem to be the only ones online, I haven''t seen any posts from anyone else for like 30 mins (Landfish )
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
And yeah, we seem to be the only ones online, I haven''t seen any posts from anyone else for like 30 mins (Landfish )
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
See that''s the problem - it''d be hard to give the player the feel that they are in this dark dank screwed up place if it was segmented. If we start to substitute graphical splendour to remove some physical boundaries of the world then it''s also possible that some of the gameplaying experience could be lost due to the fact that it really needs to feel immersive. This is one of those annoying technology driven design questions isn''t it? damnit.
You could always limit the areas. That way it isn''t segmented, but you don''t have an endless city. But players don''t like boundaries. I think that is about as close as you can really get. :/ Maybe someone else has another idea
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
It''d be interesting trying to avoid the Sindrome. Because with such large areas to load, and possibly lots of game data to store due to the fact that character interactions and all that would most likely have to be logged to an extent in order to make the game flow properly for the player, it could result in long loading times. If Deus-Ex had been brought out at the same time as Sin, it would''ve suffered the same problem because Deus Ex has large areas to load and other such nonsense. I might email the programmers there and ask how they did it
I have been thinking about it for iso (easily done) but wondering if it would be possible to partition 3D worlds so that you can load them on approach. This would make for seemingly endless terrain, but without long load times (because it is spread throughout the game). You could just devise it such that the world is like a 3D space and you can use 3D lego blocks and put them in certain places (like the iso tiling). My iso idea on this is covered in my doc but you might need to think about it to figure out the relevance. Asking the gurus is an idea, see what they have to say
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
August 12, 2000 11:48 PM
I''m not a guru, but I play one on TV...
As far as segmenting goes, what about the approach I''ve games like Requiem and Quake II use? You have segmented levels, but you use the background map to suggest other parts of the city. For instance, in QII you saw the huge anti-orbital cannon off in the distance, then you got to be right near it. Jedi Knight''s levels are a perfect example of this. You''d still had to do a level load, but maybe you could break it up like Half-Life does, so that loading is frequent but less intrusive.
As far as segmenting goes, what about the approach I''ve games like Requiem and Quake II use? You have segmented levels, but you use the background map to suggest other parts of the city. For instance, in QII you saw the huge anti-orbital cannon off in the distance, then you got to be right near it. Jedi Knight''s levels are a perfect example of this. You''d still had to do a level load, but maybe you could break it up like Half-Life does, so that loading is frequent but less intrusive.
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