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DICE's Lars Gustavsson Talks About The Perils Of Innovation Over Execution
Lars Gustavsson, creative director for Mirror's Edge, gave a talk that Gamasutra sat in on. In it, he uses Mirror's Edge as an example as he talks about how sometimes, innovation takes precedence over execution - even if it leaves developers ripping their hair out.
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Registered User
Join Date: Apr. 7th, 2008
Location: Sweden
Posts: 907
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I think a cross between UT and mirror's edge would be a pretty cool idea. I mean, you have your clean colorful environments, the ability to see your own body as you move, do more advanced things like swinging with your arms off poles.. but then also the ability to pull out your RL in mid air and rain rockets down on an opponent.
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Registered User
Join Date: Apr. 7th, 2008
Location: Sweden
Posts: 907
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yea exactly, was gonna use that as an example.
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#5 |
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I'd take just the clean environments. If there's one thing I feel is fundamentally flawed in ut3 from a design standpoint, it's how visually busy the levels are. Playing against necris characters on DM-Fearless is a bit of a headache.
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SPIWAWAWWO |
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![]() but seriously, i know what you mean. i love all those details but it happens to me a lot that i just don't see anybody else on the maps because there's so much decoration. i guess it's just something the new tech brings with it. the last engine version was quite a leap forward in details as well, so... |
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