All this might already have been discussed here, I don't follow the threads, so who knows...And yes, this is Tribes related, 'cuz I want to know if other game developers follow the same "30 second" rule, the Halo team uses...notably, do the Tribe developers think this is the way to go.
I hated Halo. I couldn't stand it. I can't believe the fame it got on the PC (I can see why it got it on the XBox though). It is the most boring and repetitive game ever created. It's nice eye candy, but nothing as evolutionary as what we've see in the past. Same goes with the story: average at best. It's a game plagued by mediocrity, surrounded by some of the worst level design and the most repetitive gameplay created.
What I didn't realize until recently however, is that this was by design. The Halo team actually designs with repetition in mind:
And that's exactly what Halo felt like, 30 seconds over and over and over and over and over and over and over and over and over and over and over again. How long before you get bored? 5 minutes?
So my question is, is this normal game design practice? Does T:V itself adopt, in one shape or another, this methodology?
Karl
I hated Halo. I couldn't stand it. I can't believe the fame it got on the PC (I can see why it got it on the XBox though). It is the most boring and repetitive game ever created. It's nice eye candy, but nothing as evolutionary as what we've see in the past. Same goes with the story: average at best. It's a game plagued by mediocrity, surrounded by some of the worst level design and the most repetitive gameplay created.
What I didn't realize until recently however, is that this was by design. The Halo team actually designs with repetition in mind:
In Halo 1 there was maybe 30 seconds of fun that happened over and over and over and over again. So if you can get 30 seconds of fun you can pretty much stretch that out to be an entire game. Having a bunch of guys really attacking one of them before they were aware, throwing a grenade into a group of other guys and picking off the stragglers before they could surround you. And so, you can have all the great graphics and all the good characters and lots of cool amazing effects but if you don’t nail that 30 seconds, you’re not going to have a great game.
And that's exactly what Halo felt like, 30 seconds over and over and over and over and over and over and over and over and over and over and over again. How long before you get bored? 5 minutes?
So my question is, is this normal game design practice? Does T:V itself adopt, in one shape or another, this methodology?
Karl