![]() In one fell 30-second swoop, we could have prevented about 80 percent of the complaints, or at least redirected them toward Xerxes and the Many, and away from the development team.”Īll games have secrets that stay locked away for years on end. “Of course, in hindsight, the team has been kicking themselves for not including that audio log. The log would have explained that as part of their takeover, the Many had released a special corrosive gas into the Von Braun that damaged weapons but was harmless to organic creatures. “The maddening truth about that was, at least once during development, we talked about having an audio log in the game that talked about why that was happening - enough so that some people on the team thought we actually shipped with it. In real life, weapons don’t noticeably degrade with each shot fired, and so it angered players that the Shock 2 weapons had that behavior. “There was, and continues to be, backlash from the fans about that system - and a majority of that criticism comes as complaints about the realism of the system. Part of what made Shock 2 such an emotional experience was that we never let the player get comfortable having players know that their guns could jam in the middle of a fight played straight to that goal. From a pure design standpoint, the goal was to ratchet up the feeling of constant tension. “One of the most controversial design decisions in Shock 2,” says designer Dorian Hart, “was to have the weapons degrade with use, and so be in regular need of repair. Include them in your school papers at your own peril. ![]() The handful of examples that follow offer a window into the different ways that BioShock and System Shock 2 might have turned out. For every feature that ends up in a game, 10 more are proposed and dumped during the pre-production phase, and another five on the road to final release*.
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