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I am a snob and EA is awful.
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Bulsajo



Joined: 16 Jan 2003

PostPosted: Wed Dec 08, 2004 9:06 pm    Post subject: Reply with quote

I liked HALO, but gawd dam! 3 words: REPETITIVE LEVEL DESIGN.

Looking forward to HALO2 and hoping they don't make the same mistake.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Thu Dec 09, 2004 3:26 am    Post subject: Reply with quote

Bulsajo wrote:
I liked HALO, but gawd dam! 3 words: REPETITIVE LEVEL DESIGN.


After playing the first HALO on the PC I was wondering what in the hell all the hubub was about. It's a lackluster shooter at best, and must only have gotten so big because of the dearth of shooter games for the consoles.

Also, playing a shooter with a console controller makes the baby Jesus cry.

As to Doom 3 which was earlier mentioned, yeah it sucked. Running down the same version of a pitch black hallway gets a little old once you hit hour 2. I never even came close to finishing it, and was just glad I didn't actually pay to try the "demo".
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Demophobe



Joined: 17 May 2004

PostPosted: Thu Dec 09, 2004 3:57 am    Post subject: Reply with quote

It kills me the way people slam Doom3....I mean, you knew it was Doom, right? What did you expect?

Id never said it would be anything besides drop-dead gorgeous and scary. It was all that.

Besides, most gamers knew that this game was as much a tech demo as an actual game. It's usually the way Id works. They put gameplay on par with looks; eveyone knows this, yet the game was panned for it. In the past, they had innovation on their side; that and novelty. No one had done what they were doing before. Times have changed, and now they are exploring new avenues, but not in terms of gameplay. They tried to bring back Doom, but with cinematics instead of pixellated blobs. I think it was exactly what they said it would be, nothing more, nothing less. People who slammed the game were being fantastic and even deluded in their expectations.

The game was made as a showcase for the engine, which, like it or not, is going to be with us for a long time.

It's an exciting time for graphics....huge advances in tech. Doom3 won't be fully playable the way it was made to be until we get 512MB graphics cards.

Crytech, PAIN, Doom3, Source, X-Ray....great engines....revolutions really. This is why I game. I read loads about engines and tech...I need to see this in action, so I game. I spend more time looking and experimenting with console commands and parameters than actually playing.

This is one of the reasons Doom3 was so exciting for me. Get a system that it can stretch it's legs on, and it's really incredible.

Id have never catered to the masses....they write for geeks. For those who the game missed, that's exactly what happened. You probably weren't the target in the first place.
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mack the knife



Joined: 16 Jan 2003
Location: standing right behind you...

PostPosted: Thu Dec 09, 2004 6:39 am    Post subject: Reply with quote

Quote:
Half-Life 2 is a technically amazing, sharply honed first-person shooter that pulls all the tricks that made Half-Life such a beloved experience. With that said, many of those tricks feel more than a bit familiar now, and the game itself is saddled with a disappointing story


Quote:
Half-Life 2 doesn't revolutionize the genre, instead sticking with the familiar formula of run-and-gun action, occasional puzzle-solving, and scripted sequences established by Half-Life


Quote:
there are a lot of echoes of the original Half-Life in Half-Life 2--so many, in fact, that there's a strong sense of déjà vu at times


Quote:
Meanwhile, you'll be armed with a formidable arsenal, most of which is recycled from the first game


Quote:
Surprisingly, Half-Life 2's story is one of the most disappointing aspects of the game. The first half of the game feels a bit unfocused, while the second half seems rushed


Quote:
Another surprise is the somewhat disappointing performance by the game's artificial intelligence


On the other hand...

Quote:
While Half-Life 2 breaks little new ground, it's still a superb and engaging first-person shooter, as well as an amazing technological accomplishment


It all comes down to this: Are you in it for the graphics, or the story/gameplay? Far as I'm concerned, a great game needs both. Outstanding graphics alone do not make for a superior gaming experience.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Thu Dec 09, 2004 7:43 am    Post subject: Reply with quote

Demophobe wrote:

Besides, most gamers knew that this game was as much a tech demo as an actual game.


And that's the problem; I'll pay for a game, I won't pay for a tech demo, and that's really all Doom 3 is. ID banks on people licensing their engine, but really they've been pimp slapped by Valve's much more cunningly conceived mousetrap. Source is more forgiving of older hardware, slots much more easily with the Havok physics engine, and I think just flat out looks better.

The original Doom was a milestone, but the genre's progressed far beyond that. You need to actually move the ball down the field to be interesting any more, and hokey looking monsters that came straight from the poorly drawn notebook of some 14 year old Iron Maiden obsessed retard don't cut it. Sorry, I just don't get the scary from these kind of idiotic creations:


Feel the scary horror of the cheesy flaming skull!


We're keeping the skull motif, but we've added spider legs just like The Thing!


Lobster baby! Run for your life!
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Demophobe



Joined: 17 May 2004

PostPosted: Thu Dec 09, 2004 12:20 pm    Post subject: Reply with quote

Hank, you missed the point. And that's cool...

I have done this Doom thing to death on other, more technical forums, and it's old already. Lots of people did pay for Doom and are really pleased.

As far as engines, the Doom engine is much more advanced than Source, though both have their fortes. Is HL2 not blocky enough for you? Scripted enough? Linear enough, with the illusion of freedom? Was the AI not as bad as Doom? Yes, Source draws a good distance, has sharp textures and the havok physics (licensed, not Valve's). Doom however. also has many strong points. Gorgeous curved surfaces, and much more organic feel, specular lighting and shadows (Id's own) and the physics was created from scratch, as was the sound architecture. Take a good look at the modelling in Doom vs. HL2. (There was no Havok in Doom3)

Also keep in mind that with Id going for an open GL API is a feat in itself. Valse went with DX9, a much safer choice. Easier to code and implement with calls on pre-defined libraries and heavy reliance in MS and Windows in general. Id chose OGL, and although it has some inherent relativity to the Windows environment, it's much more dependant upon Id themselves to come up with updated libraries, .dlls, texture references and overall "stand-alone"-ness.

I have already said way more than I need to. The games and tech speak for themselves.

Enjoy what you do....

Remember, we haven't even the hardware yet to run Doom3 in all of it's glory. It still doesn't look as good as it can. Shocked

Could you post any lamer screenies to help you make your point? Dude, I have some screenies on my system that are way cool... Wink

Comparing them on a "which is better" level is for fanboys and kids. They were so far away from each other technically, that anyone who knows something about the tech behind them stopped holding them to each other long ago already.

Gameplay? Well, it's a debate done to death, and all I will do is point back to my previous post. Doom is Doom. It's a near brand-name, and it's what they promised and we expected.

I think you need to think about fear as well...no, images alone don't scare me, and the pictures you posted are so out of context, you do an injustice to the whole argument. There was so much more going on at those moments...

Also, those are pretty strong words coming from a person who didn't even play the game. You didn't even get to the parts of the game the pictures came from! "Scary" is a relative term, so there's no sense trying to convince someone that something is scary or not, but anyone who did play through the game, anyone who understood that it was Doom they were playing, was freaked out more than a few times during the run of it. Those little "cherubs" were pretty creepy for a number of reasons, with their appearance being one of them. The sound, movement and modelling were really.....disturbing.

And the moment that that "tick" pops out from the console was gold!
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Thu Dec 09, 2004 1:04 pm    Post subject: Reply with quote

Demophobe wrote:
Is HL2 not blocky enough for you? Scripted enough? Linear enough, with the illusion of freedom?


As opposed to what? The freeform bonanza that was Doom 3? Funny, I don't remember driving boats and buggies all over a massive area in Doom. Source is actually capable of expansive, large areas of terrain. It's not limited just to dark hallways of stygian horror.

Look, these games have just about gotten to the point where graphics really don't matter, and gameplay does. HL2 brought the mojo, and Doom 3, well didnt...

Quote:
Also keep in mind that with Id going for an open GL API is a feat in itself. Valse went with DX9, a much safer choice.

And? That's the smart choice to make, because it's the better library. What, should they have gone with an open API to get those massive hordes of *nix and Mac gamers? I don't freakin' think so. If you're a gamer you have Windows, because every other platform out there sucks for games. Just a fact of life.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Thu Dec 09, 2004 1:25 pm    Post subject: Reply with quote

Demophobe wrote:

Also, those are pretty strong words coming from a person who didn't even play the game.


I played for an hour, and that was more than enough. When I take a bite out of a crap sandwich I don't say "Well, I should keep going, it could have a candy center!" I stop eating the damned sandwich.
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Demophobe



Joined: 17 May 2004

PostPosted: Thu Dec 09, 2004 3:21 pm    Post subject: Reply with quote

Ok Hank...there is so much you don't know, but I haven't the inclanation to go over this all with someone who really doesn't want to know.

Suffice to say, DX is not a better API, Doom 3 didn't have buggies and boats because there was nowhere to place them, does the fact that there were no sprawling vistas in Doom make HL2 a better game, or Source a better engine? No logic there. Blah, blah....I have done this dance way too many times with people who all seem to sound the same.

If you wish, please extrapolate on why DX is a better API...that would be interesting.

EDIT: Not trying to go around with you at all, we just don't see eye to eye for various reasons and I will leave it at that....done with this wholly subjective debate.

....have a nice day.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Thu Dec 09, 2004 7:11 pm    Post subject: Reply with quote

Demophobe wrote:
Doom 3 didn't have buggies and boats because there was nowhere to place them, does the fact that there were no sprawling vistas in Doom make HL2 a better game, or Source a better engine?

Not necessarily, but it does bring up concerns regarding the engine if it can't render expansive outdoor environments well. And it's not exactly like this is a new phenomena with ID. None of their engines have ever been able to compete in that context with games running on the Unreal or Half-Life engines. Good at interiors, yep, lousy at large, expansive environments, and that's very much an engine limitation and it can mostly be laid at the fact that Id has never really implemented LOD to the extent that they should.


Quote:
If you wish, please extrapolate on why DX is a better API...that would be interesting.

Pixel shading and vertex shading for one. Sure, you can do it in OpenGL, but only through extensions, and even then there are no agreed upon standards. It's tailor made for object oriented programming because it already encompasses every conceivable widget out there, and in it's industry standard form. You don't reinvent the wheel as much.

DirectX also uses COM far more so than OpenGL, which means you can much more safely change parts of your codebase without breaking previously existing code.

Look, MS may be a lot of things, but stupid it isn't. They've known for a while now that gaming is a huge part of what drives the OS market, and it's been in their interest to make sure they have the best toolbox available for devs. The OS community just can't compete with that because there are no agreed upon standards. Download 10 random OSS projects and tell me how many even follow rudimentary GUI guidelines. How many window managers do the *nixes have right now? Gnome, KDE, Enlightenment, Windowmaker, and dozens of smaller fry beyond that. There's something to be said for standards, and whether you like it or not DirectX provides that standard.
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itaewonguy



Joined: 25 Mar 2003

PostPosted: Thu Dec 09, 2004 8:06 pm    Post subject: Reply with quote

Demophobe wrote:
itaewonguy wrote:

man when are these game developers gonna make some real interactive games!!



Half life 2 mate.....


Ill give it a go then.. thanks for the heads up..
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Demophobe



Joined: 17 May 2004

PostPosted: Thu Dec 09, 2004 8:34 pm    Post subject: Reply with quote

You points about the Doom3 engine are pointless. Look at all the games that came out of the Q3 engine. Lots of distance rendering. The engines that Id make are capable, it's only their game types that aren't....their games are not set in outdoor environments. This however, is not a limitation of the engine.

As far as DX, the only reason it is so expansive is because of MS and Windows. That's it. All of your other points are moot beside this fact. Yes, it's the way it is, but as with your previous argument about the Doom 3 engine, it's got nothing to do with quality or which one is essentially better. All you are doing is arguing that DX is better by nature of it's maturity and popularity.

Again, I believe this to be misguided thought. You don't speak of quality, per say, but about popularity or ease of coding (streamlined, if you will) as a sign of how good an API may be.

If MS were using an OGL graphics code base, we wouldn't need extentions, and the OGL API would be as bloated (100MB vs. 2MB!) and refined as DX (more specifically and correctly, D3D, as DX incoporates a lot more than graphics...my bad in the beginning for this mis-reference). For me, this says nothing about what we are talking about. DX is more widely used than OpenGL for games these days, but OpenGL has the monopoly in the world of professional 3d graphics or high-end rendering. This says a lot.

Direct3D has a different way of getting new features than OpenGL. With OpenGL, hardware vendors make new features, they create extensions to expose those features, and later, when those features become standard, they get integrated into a core version of OpenGL. Hopefully by then the API is a good one.

With Direct3D, Microsoft exposes new features in each version of DirectX, sometimes driven by vendor requests, sometimes driven by its own ulterior motives. This means that the API is usually behind the hardware, with occasional brief spurts of being ahead. With OpenGL, the API always matches the hardware.


I am not a fan of either API, nor a fan of either game more than the other. I really percieve myself on some "side" here, when in fact, I am not.

Both APIs have their good and bad points, but I do tend to favor OGL, by nature of it's ease (low learning curve), portability, and it's not a monopoly move by MS. Yes, lately it's been in a mess due to the vendors extension confusion (NV_vertex_array_range & NV_fence vs ATI_vertex_array_object, NV_vertex_program vs ATI_vertex_shader, etc...) but I still favor it overall.

There are a bunch of differences in the DirectX and OpenGL APIs. This chart is based off the book,OpenGL Game Programming, and a few of these may now be incorrect as new DirectX versions are released.

_____________ OpenGL/ DirectX
Vertex Blending: N/A / Yes
Multiple Operating Systems: Yes /No
Extension Mechanism: Yes/ Yes
Development: Multiple member Board/ Microsoft
Thorough Specification: Yes /No
Two-sided lighting: Yes No
Volume Textures: Yes /No
Hardware independent Z-buffers: Yes/ No
Accumulation buffers: Yes /No
Full-screen Antialiasing: Yes /Yes
Motion Blur: Yes/ Yes
Depth of field: Yes /Yes
Stereo Rendering: Yes/ No
Point-size/line-width attributes: Yes /No
Picking: Yes/ No
Parametric curves and surfaces: Yes /No
Cache geometry: Display Lists /Vertex Buffers
System emulation: Hardware not present /Let app determine
Interface: Procedure calls/ COM
Updates: Yearly/ Yearly
Source Code: Sample /SDK Implementation

Fairly even, with a slight nod going to OGL. As if the MS issues aren't enough to make one worry.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Fri Dec 10, 2004 3:00 am    Post subject: Reply with quote

Demophobe wrote:
You points about the Doom3 engine are pointless. Look at all the games that came out of the Q3 engine. Lots of distance rendering.

I'm thinking, and I can't think of one that really implements a large area of terrain well, certainly not on the scale of the kind of maps seen in HL or Unreal mods. Not Jedi Knight, Soldier of Fortune, or anything else.

Quote:

You don't speak of quality, per say, but about popularity or ease of coding (streamlined, if you will) as a sign of how good an API may be.

Gah!!! That's the major reason people use a a goddamn API in the first place, ease of use! If they were looking for quality over ease they'd build all their own tools completely devoted to their purposes and skip using premade libraries.

Sure, you can do pretty much everything you want in OpenGL, but if it's easier and less time consuming to do it in DirectX, that's the way you go, because ease of use and time are huge factors in this industry. Look at how few games out there are based on OpenGL compared to DirectX. Do you honestly think that's a fluke? Companies know that porting to other platforms is easier with OpenGL, but that must not matter to them compared to the benefits of using DirectX. When the other platforms start to have some sort of market share you'll see open APIs used a lot more. Right now there's no good reason to, because those other platforms aren't where the gamers are at.
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Demophobe



Joined: 17 May 2004

PostPosted: Fri Dec 10, 2004 4:33 am    Post subject: Reply with quote

Again, your argument is based on "popular is better".

People want users to have an easy out of the box experience, so they code for Windows, seeing as most people use it. It says nothing about quality.

Popularity does not mean quality! Ease does not mean better!

OGL is way easier to code for than D3D, by the way.

Call of Duty, for one. And one is all it takes here.

From 2002 (back to Doom3 gameplay for a moment):

In PC Gamer's 10 page preview of Doom 3 (December 2002 issue), Id's John Carmack indicated that the game play of Doom 3 will be very much like the original Doom, as the new game will be more of a "reimagiation" of the early 1990's classic, rather than a game with an entirely new story and setting. Many of the original levels will be recreated, as will many of the original monsters and weapons. Of course the environments will be true 3D, have much more detail, look even scarier and have vastly deeper sound immersion. Thus it may seem that Doom 3, as a game may not be that interesting, as the original run and gun game play of Doom is, well, 10 years old.

So, what was your complaint again? Wink

Really, I'm not going to argue something I have no argument in. I like both APIs, but feel that OGL is more useful. That and quantity doesn't mean quality. Over and out.
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Hank Scorpio



Joined: 18 Jan 2003
Location: Ann Arbor, MI

PostPosted: Fri Dec 10, 2004 4:41 am    Post subject: Reply with quote

Demophobe wrote:

Popularity does not mean quality! Ease does not mean better!


Jesus Christ on a pogo stick, can you read?

DirectX is popular because it's easier to use and provides more benefits to the developer. Does that mean that it's more graphically capable than OpenGL? No, and I never said that. However, if you're a studio developing a game your two biggest obstacles are complexity and time, and those are exactly the two metrics that DirectX is good at countering. That's what makes it "better", and that's why developers use it.

Are we done here? *beep*.
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