Brontez
11-01-2006, 11:24 PM
Hey guys, ease up on the personal attacks. You guys want them to come in here and answer a few questions, but don't expect them to be very forthcoming if everything they say is rebutted with a "fuck you".
If you disagree, then disagree, but some of you nerds are acting like somebody just murdered your dog or something.
And as far as going to one of the execs near the END of the production timeline, that's called career suicide in major corporations and not very advisable. This isn't the feel good hit of the summer where the hero is rewarded for standing up to "the man", it's real life, and if you didn't see the problem up front you'd better shut up and make the best of it.
DaveG asked this question several times on these forums, and though he meant it facetiously, the point still stands.
"You guys don't just want Tribes with better graphics do you?"
Yes, we did. We wanted that of T2, and we wanted that of T3, not just because we were used to it but because THE GAME WORKS. Tribes gameplay is addicting as hell, and I've never understood why the people who have come in to make the sequels never understood that.
Here it is really simple.
Tribes worked because it had no boundaries.
I don't mean the invisible walls, I mean that in tribes you could do anything. The engine left itself open to be experemented with, and that openness was pure genious. People did things in Tribes that in other games would have been called "exploits" and patched out without a second thought. A short list of things people found are; Skiing, Mine Discing, Beacon Stopping, High Speed Flag Handoffs, Disc Jumping, the list could go on for pages.
The point is, Tribes left it up to the user to experement and learn how to go beyond the limits they thought were imposed on their gameplay. And with each new discovery came a desire to find more innovative ways to play the game. The sequels attempted to simulate things that were discovered in the original and in doing so, tried to make them artificially accessible to new players. This was the biggest mistake made by both teams, they tried to make it easier, to reduce the learning curve, without stopping to think about why people were so rabidly playing the game already.
Watch that Legacy vid and really look at whats going on there. There were no rules in Tribes, the gameplay was open to interpretation in a way no other game has come close to even today. That's what made Tribes special, that's why so many fans remember it fondly above the latest shiny FPSs, that's why people are still playing today.
What will make a successful Tribes game?
Client login to prevent theft.
Identical T1 Physics, gameplay, open ended modability and inventory assets.
T2s visual style and inventory selection system.
Limited vehicles that are a cross between the fun-ness of T2 vehicles, and the more utilitarian aspect of T1 vehicles (to keep noobs happy)
There's your perfect Tribes game in a nutshell, Tribes with better graphics.
If you disagree, then disagree, but some of you nerds are acting like somebody just murdered your dog or something.
And as far as going to one of the execs near the END of the production timeline, that's called career suicide in major corporations and not very advisable. This isn't the feel good hit of the summer where the hero is rewarded for standing up to "the man", it's real life, and if you didn't see the problem up front you'd better shut up and make the best of it.
DaveG asked this question several times on these forums, and though he meant it facetiously, the point still stands.
"You guys don't just want Tribes with better graphics do you?"
Yes, we did. We wanted that of T2, and we wanted that of T3, not just because we were used to it but because THE GAME WORKS. Tribes gameplay is addicting as hell, and I've never understood why the people who have come in to make the sequels never understood that.
Here it is really simple.
Tribes worked because it had no boundaries.
I don't mean the invisible walls, I mean that in tribes you could do anything. The engine left itself open to be experemented with, and that openness was pure genious. People did things in Tribes that in other games would have been called "exploits" and patched out without a second thought. A short list of things people found are; Skiing, Mine Discing, Beacon Stopping, High Speed Flag Handoffs, Disc Jumping, the list could go on for pages.
The point is, Tribes left it up to the user to experement and learn how to go beyond the limits they thought were imposed on their gameplay. And with each new discovery came a desire to find more innovative ways to play the game. The sequels attempted to simulate things that were discovered in the original and in doing so, tried to make them artificially accessible to new players. This was the biggest mistake made by both teams, they tried to make it easier, to reduce the learning curve, without stopping to think about why people were so rabidly playing the game already.
Watch that Legacy vid and really look at whats going on there. There were no rules in Tribes, the gameplay was open to interpretation in a way no other game has come close to even today. That's what made Tribes special, that's why so many fans remember it fondly above the latest shiny FPSs, that's why people are still playing today.
What will make a successful Tribes game?
Client login to prevent theft.
Identical T1 Physics, gameplay, open ended modability and inventory assets.
T2s visual style and inventory selection system.
Limited vehicles that are a cross between the fun-ness of T2 vehicles, and the more utilitarian aspect of T1 vehicles (to keep noobs happy)
There's your perfect Tribes game in a nutshell, Tribes with better graphics.