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| | #92 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 190
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iD made Quake 2, 3 and Doom 3 since Romero left. All of these games where soulless sellouts of the franchise. Sure, they might have been a financial success, but iD used to be the gods of gaming. iD have been shedding the faithful for release after release as it becomes more apparent that iD doesn’t understand the magic it used to create. If you think of software development as music, he used to be a composer, using his understanding of players he would construct music that would meet peoples goals and expectations. The problem with Romero is that he started to believe his own hype, and didn’t stick true to what made him great, which was solid design principles. To many people accept shitty games as success because they turned a buck. Ok, if you are an accountant that is true, but if you are a gamer successful games be games that entertained us? In essence the “oh, but it made a lot of money, so it must be a success” was Star Wars episodes 1-III a success? The vast majority of Star Wars fans seems to suggest, NOOOOOOOOO!!!!!!!! While George Lucas has essentially said “fuck them”. So, just because something is a financial success, doesn’t mean it is successful in the eyes of the punters. | |
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| | #93 (permalink) |
| Limey Bastard Join Date: Mar 2004 Location: London innit
Posts: 743
| whats with this defending of Romero? he was a jumped up level designer, that level designed on a couple of games that were either shameless ripoffs or jazzed up 3d monster maze. he's a self publicist that couldn't manage his way out of a paper bag or a glass fronted penthouse. ID were only succesful because Carmack was way ahead of the curve on 3desque graphics, and they only stay in business now because they make tech demos and license all there shit to other people in fucking texas that make derivative 3d fucking shooter number 792. American fucking Magee also did the same fucking job for iD as Romero and at least the shit he puts out now is sort of fun.* Commander Keen was shovelware and the only reason Doom and Wolfenstein sold was because Carmack did some wierd hardcore graphics shit. Other than that they (especially wolf) were crap games. Edit: * it's still pretentious unplayable bollocks |
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| | #94 (permalink) | |
| Never give up. Never surrender, you fucks! Join Date: Dec 2003 Location: Los Angeles
Posts: 2,830
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The only thing people do regularly and voluntarily (excluding things like eating, crapping, sleeping - which aren't really voluntary) that many think is not fun is work. People do not play a game 5 hours a day (or more) for 5 days a week (or more) if it isn't fun. There are tedious parts to MMO, and WoW's "innovation" was eliminating a lot of tedium that had existed in previous MMO's and putting in carrots for the tedium it couldn't eliminate (random rares and epics). The next big MMO (aside: WotC where is my MTG MMO?) will go further, taking out even more downtown, but still leaving in carrots for the downtime they can't eliminate. Edit: Things that could have be done in WoW. 1. Mounts earlier. 2. Faster mounts later. 3. Faster transition between zones once you've explored. 4. Design raidzones so that once your farming a higher raid zone, when you need to go back to a prevoius raid zone you can skip trash mobs (e.g. You kill Nef, you get flagged such that you can zone into MC with Domo up and you zone straight to Domo. Kinda like the flag for Mara). 5. Carrot-wise. Blizz could have saved itself years of grief from casuals by putting in more uber-rare epic drops for Baron/Bal/KingG. Tier 1 equivalent armor that takes months of Strath/Scholo/DM grinding to get.
__________________ Surface - Drunken Monk of Seradon Last edited by tad10 : 05-23-2006 at 06:00 AM. | |
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| | #95 (permalink) | |
| Limey Bastard Join Date: Mar 2004 Location: London innit
Posts: 743
| Quote:
I want a mmo where you can throw axes at peoples heads. | |
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| | #97 (permalink) | |
| Limey Bastard Join Date: Mar 2004 Location: London innit
Posts: 743
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Like I said, give me a MMO where I can throw axes at peoples heads and i'll be happy. | |
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| | #98 (permalink) | |
| There is no internets | Quote:
This thread has completely been covered in dogshit, who the fuck is this guy? I cant believe you just said Doom and Wolfenstien were crap games. Next time do me a favor, put that sentence at the beginning of the post instead of the end, so I can stop wasting my time reading your posts. You would be doing us and the world a favor...
__________________ Not a spelling nazi Definitions of LOSE on the Web: fail to keep or to maintain; cease to have, either physically or in an abstract sense; "She lost her purse when she left it unattended on her seat" Definitions of LOOSE on the Web: not restrained or confined or attached; "a pocket full of loose bills"; "knocked the ball loose"; "got loose from his attacker" | |
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| | #99 (permalink) | |
| Limey Bastard Join Date: Mar 2004 Location: London innit
Posts: 743
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| | #100 (permalink) | |
| Registered User Join Date: Jun 2003
Posts: 573
+2 Internets | All this defending of Romero is killing me. Go to Doomworld and look at who designed the levels for Doom, Ultimate Doom, and Doom II. You'll see that Sandy Petersen and American McGhee designed most of those levels. Of the 68 levels that span those three games, Romero designed 15 of them. He did 9 of the 36 full levels of Quake, and 2 of the smaller hub/boss levels. -John Carmack writes the engine. -Mike Abrash and John Carmack optimize the much vaunted Quake engine. -Adrian Carmack does most of the artwork. -American McGhee and Sandy Peterson design 75% of the levels for the first three Doom releases. -American McGhee, Sandy Petersen and Tom Willits design most of Quake's levels. And Romero gets all the press because he plays the games the most on the Internet, most famously getting beat by Stevie Case, who was the first famous Quake-whore. Sorry, but long hair, dating the chick with the bit titties, and playing the game a lot in the clans doesn't make him the "reason behind id's success." To whit, Carmack and crew have sold tons of games post-Romero. American McGhee using a licensed Quake III engine made a great game with "Alice." And then count the games that have been built on id engine technology. Carmack drives a Ferrari because he is brilliant. Romero drives a Ferrari because Eidos Interactive gave him $millions in advance for Dai Katana, which he wasted in no small fashion. I played Dai Katana, and even if you take out the engine, which sucked ass compared to anything id, Valve or the Unreal folks had out, the artwork was lame, the story was lame, and the gameplay sucked. He's a hack who just happened to work at one time with a bunch of wunderkinds, and he got married to a big tittie chick Quake player. Like Koster, he has all sorts of great theories, but has yet to implement them into anything that resembles a great game.
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| | #101 (permalink) |
| Sisko is the new Picard Join Date: Dec 2002
Posts: 1,607
| John Romero would have done much better if he had cut his fucking hair a lot sooner than he did, no joke.
__________________ Baalzamon, For The Lose, Llane Balthemal, For The Lose, Llane Trolloc, Just The Tip, BDF(retired) |
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| | #102 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 932
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| | #103 (permalink) | |
| Registered User Join Date: May 2005
Posts: 347
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Before you spout off nonsense as though you actually know anything, you might want to learn how to spell American Mcgee's name. Or at least mention Tom Hall, one the four founders of id who was a key part of making those games. Trying to spout off "facts" about level design doesn't change the fact that Romero was a big part of the heart and soul of every single great game id made. The point here is not how many copies of Quake 2, Quake 3, and Doom 3 that id sold. By that point, they were guaranteed to sell a lot even if it was a text adventure just from the franchise name that Romero helped build. The games after Romero was fired by the egotistical, nearly autistic Carmack lacked fun. Period. They had a great engine and good graphics. They just lacked gameplay. Stop jumping on the internet bandwagon of hating on Romero when you know absolutely nothing about what went on at id. Oh, and trying to break down an FPS to just an engine, artwork and level design would is pure idiocy. That's the polish that goes on AFTER the actual gameplay. It's easy to look back on Wolfenstein 3-D, Doom, and Quake and say, "Well, those games don't seem all that great." They were absolutely fucking revolutionary. | |
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| | #104 (permalink) | |
| Registered User Join Date: May 2005
Posts: 347
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Despite having great franchise names to work from, they sell fewer than Half-Life and Battlefield both, just edging out Unreal Tournament. Yes, they still sell a lot of games. Does that mean they make great games? No. Anyone involved in game design in the genre will tell you that id just makes good engines, not good games. P.S. Buy a clue. It's "id," not "ID." Anyone who followed the company at all would know that. Last edited by Sheaf : 05-23-2006 at 08:22 AM. | |
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| | #105 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 932
| I hate fuckwits who dismiss commercial success as just reputation. Even the best and greatest designers with the greatest rep make shitty games who flop and their reputation doesn't save them; look at the sequels of black and white, while lots of games that turn out to be amazing but lack hype end up having huge commercial success, like Daggerfall, Thief, etc. It is as bad as a bunch of art majors who go on about how their art doesn't sell because it is beyond people, and they just don't get it. Romero obviously sucked and made shitty games, while the games that ID churned out continued to be fun, I enjoyed Quake2, Quake 3 tremendously and Quake2 is still my alltime favorite FPS. Quote:
Last edited by Gnome Eater : 05-23-2006 at 08:23 AM. | |
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