Sabin Stargem
Posts: 140
Joined: 12/29/2010 Status: offline
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3D doesn't have to kill the viewpoint of 2D, but rather changing the mechanisms by which that viewpoint could be created - all the while taking advantage of videocards and generally looking better. On the topic of dumbing down, I think it is important to make a differentiation between that and simplification. From the viewpoint of an engineer or an creator, the question isn't just "how much can I add", but rather "What can I take away to make it better?". Turning a block of stone into an statue requires removing the stone in a specific pattern, otherwise the statue would be fragile or ugly. That is to say that it is easy to make bad choices when trying to simplify something, but a skilled craftsman can perceive what actually would make the result worse. Examples Dumbing Down - Thief III - An attempt to accommodate the performance of consoles, which results in many loading screens. For some reason, it couldn't do rope arrows. Dumbing Down - Deus Ex 2 - While I don't mind the universal ammo, the plot, GUI, and huge number of loading screens resulted in a mess. Dumbing Down - King's Quest 8 - Oh my. The switch over to 3D was a complete waste, in that it didn't take advantage for what it could do for puzzle solving, nor was the combat interesting. A genuine case of dumbing down and missing the point of the series. Kitchen Sink - Master of Orion III - Too many half-baked ideas. Kitchen Sink - Daikatana - They kept changing the engine to keep up with competitors, never really settled on anything, so they did everything. Pruning and restraint would have helped a lot here. Kitchen Sink - Warrior #1 - Whoa. WAAAY too talky for a comic, and has quite a few bats in the belfry. Shearing away most of the dialogue and using carefully chosen sentences would have made it far better. Not that the source material was any good in the first place, but still...a clear demonstration of excess. Warrior #1 review Simplicty - Quest for Glory II (AGDI) - Uses a combo parser system, where you can use your mouse to navigate dialogue trees, but you can also ask questions by typing words. A very good accommodation between classic adventure games and modern GUIs, where sacrifice is not required. Simplicty - Diablo II - At first it appears very similar to the original, but has a lot more depth and content than Diablo - but is still very simple to play. This maintains the flow of gameplay. Simplicity - Arkham Asylum - You are the Batman. The relatively simple controls lent a lot to making you feel strong when you timed your actions right, or pulled off a plan.
< Message edited by Sabin Stargem -- 1/29/2011 4:14:14 AM >
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