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by Mischief Maker 05/08/2006, 6:39pm PDT |
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Mr. Kool wrote:
From IGN's interview of Irrational developer Ken Levine, who worked on Thief and System Shock 2.
http://pc.ign.com/articles/705/705454p5.html
"Ken Levine: There is more. In System Shock 2, we assumed a couple things: We assumed the player was a super star. I don't know if it was our fault, I guess it was, but I don't know if it was intentional. But the game was very hard. Really hard. That was my first lead design project. And I was like, "I'm going to show the players, man! I'll show them who's boss." I think that at that time, I didn't realize that players didn't want to be getting killed and reloading every five seconds. I guess I was a bit of an angry young man and I wanted to do that. It was too hard.
IGN: So you really just wanted to kick your fans asses. Nice. (Laughter.)
Ken Levine: Exactly. (Laughter.) F*&% them for buying my game! (Laughter.)
IGN: Jerks!
Ken Levine: No, in all seriousness, we love our fans. We immediately had this fire storm about the weapons, and we tried to address it with a patch and I could tell people were still pissed off. I think there are still angry postings on the Internet about this. "
Ooh! Ooh! I know the real answer! They tried to remake DOOM (1) using the Thief engine and the Thief AI. Unlike Thief, 90% of the fights were unavoidable. Unfotunately, actual fighting was the weak part of Thief, something the entire game revolved around avoiding at all costs.
To make up for this, they added unnecessary RPG elements that limited your ammo on 3 different levels (Actual ammo, ability to shoot the ammo, necessary skill to even shoot) to try to distract the player from the slow, brain-dead combat. (DOOM 1: The thinking man's System Shock 2) BUT once the player got enough experience ( I mean cybermodulenanomnemonicupgrades or whatever) to overcome all the ammo limits, the entire effort collapsed like a house of cards.
I'm overcome with a feeling of deja vu. |
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