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PainBerry. Realism: Is it possible in any quake game? Retrieved June 2, 2006, from http://planetquake.game ... ditorials.Detail&id=110 
Added by: Mark Grimshaw-Aagaard (02/06/2006, 07:43)   
Resource type: Web Article
BibTeX citation key: PainBerry
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Categories: Game Design
Keywords: Realism
Creators: PainBerry
Views: 12/659
Quotes
   "I've been watching Urban Terror since its initial release. While advertised by many as "Action Quake for the Arenas" it most certainly is not, boasting its own, quite different personality. The team definately seem to be picking up and responding to the shortcomings of realism games to date, whether they know it or not. Even their weapons specialist (who you would think would be obsessed with instigating realism redundancies) has figured out that random offset on weapons totally undermines skill. Many of their mappers understand how much more important gameflow is than eyecandy (althought eyecandy is great and all). They're taking a good perpective with their game design - if it's realistic, and it benefits the game, it's in, otherwise they sidestep it. They kept in strafe jumping ferchrissake! This is realism grown to maturity, with the idio(t)syncracies of their parents breeded out. Definately one to watch, for realism and unrealism fans alike.

So, is realism possible in any Quake game? Well, now you're just talking simulations.

Is a realism/game cross over possible in any Quake game? With a little decency, common sense and taste, hell yeah!"   Added by: Mark Grimshaw-Aagaard
Keywords:   Realism
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