June 18, 2008 Archives

2008/06/18 01:30:50

oh, europe

I came across an absolutely wonderful quote by one of STALKER's developers. (via RPS)
It seems that to appeal to North America you need really flashy, bright games, and you can see that every eastern European game is very dark. In the end, I guess this just comes down to our culture and history - we're just different people, and that's that.

Yes, like the flashy and bright Half Life, where you spend the first couple chapters watching your co-workers being slaughtered by alien abominations in (literal) mute horror.

Or the flashy and bright Prey, where you have to murder your girlfriend, before the machine she's wired into kills you first.

Or the flashy and bright Half-Life 2, which takes place in an eastern-european country, and is mostly about oppression.

The flaws preventing blockbuster sales of Stalker were showstopping; (or rather, should have been showstopping.) but herp derping about how Americans are dumb and can't handle Serious Things isn't going to help keep Stalker 2 from making the exact same mistakes, now matter how devilishly pretty it is.

Also: In the comments of the RPS thread.
You know, I'm really skeptical that they had the AI as active as they claim. The final game seems to rely very heavily on set-path and set-location respawns in order to keep the world feel like things are going on. Surely they could have left just a few "ALifers" on to purposefully wander around and stir things up. Right now, after memorizing what the layouts of the zones are, I can easily avoid all conflict because no NPCs will ever stray from their paths.

AI, like audio, has stagnated for the last ten years. But unlike audio, which stagnated not because it achieved parity with reality, but because it is both very very hard to do and because you can't see good AI in a screenshot, or in a demo. A dumb scripted sequence can look as brilliant as however many dev-hours you want to burn on it, (viz. any CGI film ever made) and you have be an insider to tell the difference. Every game have to bullshit about how great their AI is (viz. oblivion, half life 2) because talk is cheap, and nobody's going to follow up on the marketing.

Posted by bbot | Permanent Link | Categories: Game Design