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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 5.5 - Eternal Essence - New Factions
Thread: Heroes 5.5 - Eternal Essence - New Factions This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted July 12, 2011 02:58 AM
Edited by Fauch at 03:10, 12 Jul 2011.

no it's easy. the hard part is creating the creatures.

here are some of the new towns :

Conflux the 1st town with a modded town screen (well no, 2nd actually, but radar never released his conflux)
Arcania
Refuge following the example of the conflux, I went a bit further into modding the town screen
Oblivion this one was not fully completed by Kainc. I tried to fix the remaining glitches. The skillwheel could undergo a revision, it's almost identical to the inferno one
Nexus The visual of the city isn't changed
Wintrial Currently, it's more of a bunch of creatures with a common theme than a real new city. no work has been put into the town, the heroes, etc...

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 12, 2011 09:03 AM

Thanks Fauch

I spent the time to go through all. Whew! Learned a lot by just reading.

My honest thoughts are that some of the work is very good and some just not my cup o' tea. I think that's the way of modding correct? Sense the look of creature is a matter of preference, it appears it hard for anybody to please every body?

One thing that I think I understand that I did not before is this; If a town is used for a rebel faction then whatever town was used cannot be played. Is that correct?

If that is true It's not a huge issue but it would have to be decided what faction would be the least needed in the campaign. Of course, as I've just read at times, "whatever" would be picked would be some players favorite. Bummer way to start-out.

Maybe the rebels have no town. A couple of different approaches could be;
1. Start out with a large army and then have to conquer the campaign with no additional re-inforcements or
2. Have "events" of "others" joining to bolster the army or have dwellings that could be used along the way.

In this fashion we would need to have "neutrals and "added creatures" all mesh as a normal faction. Any ideas as to what Hero or Heroes might be the least known that would be available to modify? And do you know if it is possible to set creatures that normally would give a negative moral in odd combinations to remain zero? Leadership could offset some but i doubt enough if a really varied group were selected

I am out of my normal habitat here but maybe the Heroes are a distinct color , unlike anything that is currently used? And just for fun...Or their clothing takes on the color of the terrain they are on

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 13, 2011 06:21 PM
Edited by Quantomas at 18:22, 13 Jul 2011.

Technically, we do not need new factions for a first campaign, to beta test our more advanced concepts for maps, world view, time-lines, victory conditions et al.

Still, if we would like to play around with a Renegade campaign, it is a moderate effort and doable, to change the creatures to recruit in a town. I can do that.

This means we could have the regular faction towns on a map, and once a Renegade hero captures a town, as long as it remains under Renegade control, the creatures from the dwellings can be what we choose, for example wolves, manticores, phoenix, shaman or whatever. This way we could support a neat beta campaign with armies made from different types of recruits.

Adding a new faction is a net gain obviously, but I do not see the same gain for just replacing a faction.

So, I can just repeat, it is a very important task, we need someone who researches the game database, what elements are really required to create a town, the required definitions, what links to what and so on. A complete list that shows us what we need to do to implement a new town/faction.

This is an independent task. Figuring out how we can import our own 3D models into the game database is a second one, also very important. We need at least one volunteer who works on this, because once we have this sorted, we are free to fly.

Both tasks together solved, will allow us to create any number of new factions and support our work on the campaigns. We would only need to bring the 3D artists on board who have mastered Maya.

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Fester
Fester


Adventuring Hero
posted July 14, 2011 01:00 AM

I got no skills am afraid but i have some ideas...

A water town ! heroes comes out as boats because the town is in the water. Units ,,,, havīnt brainstormed it all but 1 could be a whirlpool that whould let you use their "friends" in water WITHOUT penalty. In battle it could have a chance of "swallowing" enimmies whole and they wheree then killed before battle ends the devoured enimmy whould return out in the free to fight again (poisoned or something of course)

The other that came to mind works like t2000 in termintor 2 except its made of water instead of liquid metal thus i become whatever it engages (that being capped to a max of the creatures engaged, say u got 45 of these guys and i engages 89 golem then its 45 "golems" vs 89 golems, but if it engages 7 blackdragons its 7 "blackdragons" vs 7 blackdragons.

@All If you like this concept feel free to brainstorm away

to Q ,Markur and whoever i forget. Damn its good see that you just keep it commin . Respect!

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted July 24, 2011 06:10 AM

Hello everyone, I'm back from the dead!
To all the EE peoples, I would like to offer a sincere apology for my apparent absence; I know I haven't contributed much lately but I have been keeping an eye on the happenings around the community, hopefully my creative output will grow again soon.

I've got a bunch of new characters I want to add in, but am starting to feel unsure about how I'm going to tie the campaign story together in a structure that works with Q's ideal world map/conquest concept. I think I'll try to write a relatively simple (which does not equal stupid) structured narrative, and take feedback on how we can work that into a story that flows well with the new campaign framework... if and when it arrives.

If anyone is considering helping out, please look at my task list at the top of page 1 and let me know how you want to contribute.

Cheers big ears!


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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 24, 2011 01:28 PM
Edited by Quantomas at 13:29, 24 Jul 2011.

I am glad to have you on board again.

We also might move sooner or later to our own AAA production. This will mean our own budget and that we will be able to hire/contract the necessary talent to get things going. The downside may be that we will have to switch to our own original universe (instead of remaining in H3/H4/H5), but it will definitely be high fantasy and have factions who vie for power and a strong focus on story. It will value originality as high as playability.

I am pretty curious to see what you have in store for us. Don't worry about the framework, EE and the world map interface, these are pretty flexible and will be able to accomodate much more than H5 ever aspired to.

Thumbs up to whoever got this troll post removed. No more sidescrolling for reading a paragraph.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted August 27, 2011 02:20 PM
Edited by TheBaron at 13:29, 03 Sep 2011.

Moved this post to the first page as well! Kala'bossa and Feather Man update

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted August 28, 2011 05:05 PM
Edited by Quantomas at 17:07, 28 Aug 2011.

::The crystal screen in the wizard lab displayed a message from a renowned fellow scholar. This had happened multiple times but this time was different. The small magical priority crystal next to the screen glowed a bright orange meaning that this message was important. Wizard Quantomas looked up and made his way to the wizard tower's library and its adjoining comm room. This was probably a good time to address the various topics that had remained unanswered for a time now::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Very good. While working on the AI and playing the odd H5 map from time to time, it has become more and more clear to me that to win a map is only one aspect of what drives the player's motivation. Even if the AI is perfect and challenges the player's wits, if we could provide a full motivation from lore, culture and story this will make the game infinitely greater.

The open, non-linear campaign (world) map, as outlined above, so that every scenario map will form a part of a larger context will be one important column of our gameplay. Story, culture and lore will tie these together, and the Eternal Essence mechanics will allow the traits of characters become real. For example, the presence of the Kala'Bossa in a nearby location can indeed alter the mechanics of battles, think of luck, morale, darkness and other effects that impact the combatants, and the land itself. The land where the Kala'Bossa has tread might be subtly altered. In short every character and element of lore can indeed impact the game. Likewise we can have the players write their own story by playing the maps on the open campaign (world) map. Their choices, victories and defeats will determine the outcome of events and the course the world takes.

Regarding the Eternal Essence itself, my description as a pure source coming from the sun was not meant as a contradiction to your perspective, accumulation by food. I appreciate your creativity. What I intended was to paint a larger picture. On the one hand there is a way of truth and purity, and on the other hand there are other ways. There are always people who want to achieve things more easily, and then there are reasons that the way of truth and purity does not appeal to them. For example cults do not only desire power for their members but also control over them. On the other end of the spectrum societies like the Shifters need to make ends meet, so there are many possible reasons for one group going one way or another or having specific beliefs. Accumulation by food can yield power but not without the element of eternal struggle, of something being bend and employed for different goals.

AIwise the work is slowly taking shape. It's a 6+ weeks lookahead with the AI drawing on all possible elements to gain the upper hand. It's already going far more in the direction of the algebraic factorization than I originally intended. The optimization layers are insane. It is a bit like the general theory of relativity where time and space are resolved. Invariants and variants are processed to determine the most logical decisions for the AI, but not merely in a simulated time-line but by analyzing the fundamental invariants, i.e. the structure that exists beyond time and space references. If this task is finished, we will most likely have the most advanced AI ever developed for a computer game (hopefully endlessly entertaining for the strategy fans), and probably the first true AI in a computer game ever. But I am going methodically about this work, not cutting corners, and it will be ready when it is done.

However, there is more to come. I will make an announcement how Eternal Essence will be realized once the AI is done. I had so far zero support from Ubisoft, and considering how things are at HC there is a case for stronger leadership to get this project off the ground.

But one thing for sure, I consider AI and story, lore and culture as the key elements of the game and the Shifter campaign its possible backbone. Once the AI task is done, we should outline immediately what tasks we need doing to get the Shifter campaign rolling asap. Think a bit along the lines LotA used, we have more at our disposal, like the music from H3, and all the tweaks and enhancement LotA showed. If we drop one requirement, to have the Shifters present with their own visuals and instead use our fantasy to use placeholder creatures (existing ones corresponding to the Shifter creatures) in the meantime, we could have the Shifter campaign going very fast. It's map design, story, lore, culture and the work on the non-linear campaign (world) map. Everything else like the creature visuals could be upgraded as time goes on.

---

H6
I participated in the closed beta earlier on and monitored their improvements, but all in all I'd say it's in a sorry state. It has an outstanding atmosphere, story, voice acting and music but a RTS AI. It's blatantly insufficient for a TBS and makes you despair, all this beauty and strategic gameplay even worse off than H5 at release.

I offered them to integrate our advanced AI and did an expensive professional analysis of their beta AI, and they hadn't even the courtesy to say thank you. Nival had at least experience with turnbased games and tried to adapt the H3 AI code (check the comparative AI analysis on our EE website if you are interested), but it appears to me that Black Hole has a RTS mentality.

And then your hear all this b******* about the balancing and features being added after release because it takes time. Don't buy that, it's your turn to say if they offer an unfinished game I am waiting until it is done properly. I don't even understand what market they are aiming at. They treat their original fanbase poorly. King's Bounty? In contrast this game was completely finished, had a perfectly working combat AI, was sold at a nice price point and had no DRM.

End of rant.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::Comm out and  back to the lab::

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted August 31, 2011 04:41 AM
Edited by TheBaron at 04:42, 31 Aug 2011.

We now have a professional artist (from WETA studios of LOTR fame) doing some design work for the project. Watch this space!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted August 31, 2011 01:56 PM

Quote:
Features of Kala'Bossa – the finger man.

Prolonged exposure to the will of the faceless has drained his body and drawn his skin tight across his skeleton, reducing it to a translucent film. What remains of his face, once beaming with bright eyes and a smile of mischievous delight, is now only a impossibly large, inhuman and wicked grin that betrays a complete absence of sanity. The rest of his features seem to have almost completely disappeared from his face.


Love this Baron. That large wicked smile from Sauron's mouth came to mind. But from behind his garb, it think it becomes more menacing.

____________
"Do your own research"

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted September 01, 2011 03:23 PM
Edited by TheBaron at 13:23, 03 Sep 2011.

Artwork and character details have been moved to first page!
____________
"My favorite" - Jean-
Baptiste Emmanuel Zorg.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 01, 2011 06:22 PM

Wow. Very impressive.

Interesting weapon. Attack = "whirlwind"
____________
"Do your own research"

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 01, 2011 07:24 PM

well, it'll be something else to get them in game.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted September 01, 2011 08:30 PM

::Wizard Quantomas wiped a drop of sweat from his brow. Time to take a break and pay attention to the latest developments::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I am in awe.

You know, I can see the magic of Eternal Essence in this artwork. Using the metaphor from the Longest Journey there is something like true art, something that is alive. Incredible to see the first sketch of the Kala'Bossa and then the refined one, an incredible expression of a character, who doesn't look all that threatening on the first appearance, but the longer you look you realize the dark manacing power that emanates from him, until you fully grasp that this is indeed one of the most fearsome adversaries imaginable.

Likewise Illiana is the expression of an unflinching warrior who is deeply rooted and will do whatever it takes to defend her people bar compromise. My, this picture is gorgeous, it shows equally fluid dexterity and strength, an unstoppable force who is just about to make her move. Brilliant pose and expression of a powerful motion. Makes me wish to live in a world where women like her are real.

My best compliments to the artist. Would it be alright, if I mirror these pictures on the project website? As said before, I will do my best to get us a proper budget for an AAA production. There is definitely potential for having a pool for artists, writers, composers, musicians et al receiving a fair share of the profits from the game, if we get there. I am fully aware that artwork of this quality requires professional skills and is beyond what you can easily contribute to a community project.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::Back to work in the lab::

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 01, 2011 08:52 PM

so you are poet too?

I thought it was just a community project and was wondering how you would find people to work on such ambitious stuffs. I mean, people who regularly browse those forums know that if you can expect help, don't expect miracles, people will not make mods especially for you. though of course for this project it is a bit different since it's really a major and serious one, so you are getting some support, but attracting true professionals is also a whole new level.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 01, 2011 09:17 PM
Edited by magnomagus at 21:30, 01 Sep 2011.

Great Artwork

Quote:
My best compliments to the artist. Would it be alright, if I mirror these pictures on the project website? As said before, I will do my best to get us a proper budget for an AAA production. There is definitely potential for having a pool for artists, writers, composers, musicians et al receiving a fair share of the profits from the game, if we get there. I am fully aware that artwork of this quality requires professional skills and is beyond what you can easily contribute to a community project.


What exactly do you mean by this AAA production? If you are going to make profits you have to create a whole new game right?

EDIT: Sorry I hadn't noticed your post in the other thread, so you are going to make a whole new game. I'm only not sure I'm happy about it. I think H5 with your AI and all the custom made stuff so far is close to perfect. No need to start it all over.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted September 02, 2011 02:03 AM
Edited by TheBaron at 02:20, 02 Sep 2011.

I believe that part of what makes any project a community project is inclusion - where we reach our hands out into the greatest resource a human being has - his community - and inspire them into contributing to his endeavours. I'm lucky that I know some good artists, I'm very lucky that one responded enthusiastically when I told him about the project, and I am extremely lucky that he is working for free and to my specifications.

At the moment we're a handful of people with ideas and a couple of skills.
We can be more than that.
I hope that these little drawings help inspire everyone here to try and strengthen this community and to include those talented people they know.

@Quantomas. I have spoken to the artist and you are most welcome to post them on your site.

@All. I should let you know that there will be more images coming early next week. Hold on to your hats!

@Magnomagus. I'll pass on the ups . I too feel your apprehension at the concept of a stand-alone project, though I imagine I have different concerns.

For one, when I think about my story and my characters I think that the current H5 framework is not up to containing and projecting their personalities in a way that would do them justice. Then I consider the work that would need to be done in another game for the same thing to happen, and it boggles my mind.

Secondly, self-doubt creeps in. What if I don't have the abilities to write and script a fantasy epic that meets the standards that I and others maintain? Would I be passed over and have some other person take my place? Would this happen to all the community members on the project with similar issues? At least modding an existing game isn't as much responsibility.

Third, making a stand alone project makes me feel like we'd be excluded/excluding ourselves from this community, and that makes me sad

As you can probably tell, I'm a mixed ball of excitement and worry

@ Fauch. I appreciate the difficulty of adding detailed characters into H5, but I think its engine has the capability to support them. People like you and Psatkha (or is it SimonaK?) are probably our best bets for modeling at the moment, perhaps speak to your gifted french peers about embracing the project?

@All & Q. I have been worrying about the game as a vehicle for story-telling. As it stands the 'actors' have an extremely limited range, expressed as some flapping mouths and spell casting - much like if South Park's Terence & Phillip were retarded and into role-playing. I think that perhaps if we could have less animated acting and more portrait acting, we might be able to convey the nuance of the story and the emotions of the actors more effectively and without the hassle of adding completely new animation types. Perhaps a combination of voice, text, portraiture and standard game movements would be best, but I'm not sure and would like to hear what you guys think on this.
____________
"My favorite" - Jean-
Baptiste Emmanuel Zorg.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 02, 2011 12:42 PM
Edited by magnomagus at 13:15, 02 Sep 2011.

Quote:
@Magnomagus. I'll pass on the ups . I too feel your apprehension at the concept of a stand-alone project, though I imagine I have different concerns.

For one, when I think about my story and my characters I think that the current H5 framework is not up to containing and projecting their personalities in a way that would do them justice. Then I consider the work that would need to be done in another game for the same thing to happen, and it boggles my mind.


I understand your concerns but I can assure you your abilities are certainly up to the task. The way Ashan is designed it is totally allowed to add factions that are inspired by earthly cultures. We already have the eastern academy and oriental sanctuary. So slavic is also possible but any new faction needs creatures that people can relate to, preferably some that have been seen in the series before. I think Black hole did it right with H6 in that respect.
Personally I would advice first to make a sanctuary/H3 fortress like faction because there are more resources and community support available and the modding exercise seems necessary to obtain the knowledge to venture into more complex expansions. I wonder what Quantomas means by this 'minimalistic bare core mode' but if it doesn't include all factions from H5 you will have to design a lot more factions than just one.

Quote:
Third, making a stand alone project makes me feel like we'd be excluded/excluding ourselves from this community, and that makes me sad.


I have this feeling already from the start. Make a scan of hundred forum pages of the altar of wishes, you will see it contains probably more than hundred threads like this one and still related to EE there is only one. Perhaps people are not finding us but if they do: yes you might get competition. Secondly the Altar/Temple and TOH forums also contain zounds of threads about H5 gameplay issues. I studied those forums extensively before creating the RPE project and I feel EE is not focused or paying attention to them aside from AI and performance. I won't judge however because Quantomas keeps revealing new things about himself (now a whole development team with budget and musicians). I think the multiplayer community would throw a party if Q fixes only the randomized combat starting ATB which is an extremely minimalistic task compared to the enormous ambitions for EE. Time consuming projects like HOD/ROC are not adressing any of H5 urgent gameplay issues and are too complex for new people to step in halfway and therefore they don't receive much feedback from 'outsiders'. It seems Quantomas wants to schedule the campaign forward which is another heavy time consuming task that cannot attract much newcomers. there have been many campaign projects started here and only LOTA got finished. People who haven't got experience with the map editor often don't know what they are talking about when mentioning the word 'campaign'. Creating a good H5 map from scratch can take many months or even a whole year. My map for HoA took me 8 months (during a time my RL was relatively quiet) and it didn't even include cutscenes/scripts and new graphical content. H5 has a terrible engine for cutscenes and is therefore a very poor choice for modern game storytelling.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted September 03, 2011 07:43 AM
Edited by TheBaron at 07:45, 03 Sep 2011.

Quote:
So slavic is also possible but any new faction needs creatures that people can relate to, preferably some that have been seen in the series before. I think Black hole did it right with H6 in that respect.
Personally I would advice first to make a sanctuary/H3 fortress like faction because there are more resources and community support available.


I'm going to have to be stubborn about this. I think we as a community are too apt to be lazy and to rehash stuff that has already been done when we're creative, and to accept the same as consumers. Brand new concepts may lack marketability but they're original, and that is more important for me as a fledgling writer and in my view, a move in the write direction for game production. I am sick to death of the lack of originality that has infected video games via Hollywood (another remake of Spiderman!? WTF!!) and so I wish my contributions to be just slightly less recycled than everything else out there. To be honest, I'm not even being that original, I'm using pretty well known creatures (albeit with funny names at the moment) and making them a bit wonky. I do appreciate that you're trying to be helpful in regards to workload and ease of production, but you know, Rome wasn't built in a day, this was.

Quote:
It seems Quantomas wants to schedule the campaign forward which is another heavy time consuming task that cannot attract much newcomers. there have been many campaign projects started here and only LOTA got finished. People who haven't got experience with the map editor often don't know what they are talking about when mentioning the word 'campaign'. Creating a good H5 map from scratch can take many months or even a whole year. My map for HoA took me 8 months (during a time my RL was relatively quiet) and it didn't even include cutscenes/scripts and new graphical content. H5 has a terrible engine for cutscenes and is therefore a very poor choice for modern game storytelling.


Absolutely agree with H5's cutscence vibe. They are absolute rubbish. That's why I think it might be better to go back to the roots of game story telling - text and pictures. Did you ever play Shining Force 2 on Sega Megadrive? That was a game with character. It featured a massive cast who didn't even speak much, and yet you still cared about them. I think more VG production companies should take a look at their roots before diving into story-telling. Blah blah I could go on ad nauseum, and there's a billion blogs that do just that, so I'll stop there and agree with you for the most part.

Sorry to get self-righteous on y'all, but isn't anyone else sick of the Michael Bay-ification of the video game industry? There is just so much &#$*&#!@ GARBAGE out there! and if it weren't for the fact that H5 has a pretty sweet gameplay concept behind it, it wouldn't be much (perhaps any) better. They sure don't make'em like they used to.

EDIT: Example: H3 vs H5 (&6)
____________
"My favorite" - Jean-
Baptiste Emmanuel Zorg.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 03, 2011 09:49 AM

Quote:
I'm going to have to be stubborn about this. I think we as a community are too apt to be lazy and to rehash stuff that has already been done when we're creative, and to accept the same as consumers. Brand new concepts may lack marketability but they're original, and that is more important for me as a fledgling writer and in my view, a move in the write direction for game production. I am sick to death of the lack of originality that has infected video games via Hollywood (another remake of Spiderman!? WTF!!) and so I wish my contributions to be just slightly less recycled than everything else out there. To be honest, I'm not even being that original, I'm using pretty well known creatures (albeit with funny names at the moment) and making them a bit wonky. I do appreciate that you're trying to be helpful in regards to workload and ease of production, but you know, Rome wasn't built in a day, this was.


I understand your point, but I was actually referring to those 2 'known' creatures (trolls & werewolfs), indicating that you were on the right track in trying to design both something original and something that people can relate to. Regardless, in the end your faction will probably be rated for 90% on the quality of the 3D models.

Quote:
Sorry to get self-righteous on y'all, but isn't anyone else sick of the Michael Bay-ification of the video game industry? There is just so much &#$*&#!@ GARBAGE out there! and if it weren't for the fact that H5 has a pretty sweet gameplay concept behind it, it wouldn't be much (perhaps any) better. They sure don't make'em like they used to.


Well if there is a large market for something there is always a huge amount of rubbish in it, I don't care much about it since I don't need to buy it. The only thing that annoys me is that people keep buying consoles that cause gameplay concepts to be simplified for the use of gamepads.
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