TR7/Legend website question

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Archived from groups: alt.games.tombraider (More info?)

"Stormstruck" <stormstruck_@NOSPAMMYhotmail.com> wrote in message
news:425c70a8$1@quokka.wn.com.au...
> Not really, its just a looping program of her standing on the top of a
> waterfall and crouching slightly. You can zoom in a bit, not very
> exciting and I dont know why its a 17 meg file!
>
>
> "mec'devil" <delusions@fools.paradise.net.nz> wrote in message
> news:425c6c09@clear.net.nz...
>> Hey Raiders, 😉
>>
>> Can someone with broadband go here...
>> http://www.tombraider.com/main.html
>>
>> ... And tell me if that 17meg 3D Screen is worth
>> downloading over very slow 36k dial-up? 😉
>>
>> Do we get to see any character animation? -Or is
>> it just like a screenshot in 3D, or what? :)
>>
>> Cheers,
>>
>> --
>> };> Matt v3.2 <:{
>>
>
>

Plus it took several minutes to load on roadrunner broadband. It would take
forever on 56K modem. ^_^

Inu-Yasha
Feh!!
 
Archived from groups: alt.games.tombraider (More info?)

"Dungeonbunny"
"Pistol Whipped"
snip
>>
>> Maybe a cross between "The DaVinci Code", "Gunga Din" and "Tarzan and
>> the Lost City of Gold" ... something like that ...
>
>
> did you notice she is wearing a bluetoothish headset in this small
> snippet ?- you are not alone with this Lara :) Personally, I liked
> that level in Chronicles,since the guy didn't get in the way too much
> but disliked Kurtis intensely as a sidekick, in AoD . So- what's your
> bet on? an interractive side-kick or merely a voice in her head with
> FMV's a la Splinter Cell?
>
> Dungeonbunny

I have a feeling the 'blootoot' headset is more like a Seals
Magna-Phone. Portable satellite uplink 'cellphone' if you will 😉 It
would fit with most of Laras (past) game scenarios. But then, it could
simply be her all-around Personal Communications Device. She could talk
to us too :) And why not? You have voice commands for the characters
in-game now for some games.
McG.
 
Archived from groups: alt.games.tombraider (More info?)

"W. Y." wrote:
>
> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
> news:425DB2F9.21AA374D@ix.nospam.netcom.com...
> > Ghost wrote:
> >>
> >> "Razor" <razor@kickcole.ie> ha scritto nel messaggio
> >> news:d3jf9q$f8r$1@reader01.news.esat.net...
> >> >
> >> > "Ghost" <friendly_cyber_ghost@hotmail.(nospam)com> wrote in message
> >> > news:425ce939$1_2@127.0.0.1...
> >> >
> >> > Just the thought of San Andreas with a Tomb Raider flavour gives me
> >> > goosebumps.
> >> > Lara exploring an area that size and variety and with that freedom
> >> > sounds like the perfect game.
> >>
> >> Mr. Gard did you hear that? Maybe you're searching an game designer ;-)
> >>
> >> >
> >> >>
> >> >> And last since Lara isn't an criminal, there should be an distiction
> >> >> between "friendly enemys" (e.g. securty guards, police officers,
> >> >> bystanders) and "hostile enemys", so if you kill an "friendly" this
> >> >> has an influence on your game. Not neccessarily an imediate one, try
> >> >> to imagine the "Area 51" level in TR3 - you kill silently some of the
> >> >> guards, you pass the level. But further on, when you get to London,
> >> >> there would be Interpol searching for you, making the whole level a
> >> >> lot harder.
> >> >
> >> > Like in Barkhang where you can have the monks for or against you
> >> > depending on your actions?
> >> > I dunno. I think I prefer to just deal with the bad guys instead of
> >> > the pissed off good guys too.
> >> Nope that's to simple. It should be more like, if you do something for
> >> them, they will help you, but only the ones that have seen your actions,
> >> if you do harm them they will defend themselfs, but also only the ones
> >> that see your actions. Would mean if you kill one and nobody has seen
> >> it, you will get off with it. But if you kill one and a monk has seen
> >> that action, don't let escape the one or he will spread word. So as time
> >> is passing more and more monks would know of your good or wrong doing.
> >> but if you don't bother with them they should be neutral or hide
> >> themselfs to not get harmed.
> >>
> >> This could be spiced up with an sidequest - you do some good for the
> >> monks (e.g. liberating the monastery from some evil, greedy horde of
> >> dope traffikers) and the abbot will present you with some rare artefact,
> >> you can cash in, and you could by your superduper ultralight highpower
> >> silenced sniper rifle. 🙂
> >
> > Or better yet, they let you in on a secret passage in the hills that
> > no one (except them) knows about. You'd find an extra secret in there,
> > valuable information for the rest of the game, or perhaps even a whole
> > bonus level! :)
>
> Is there any Eidos or Crystal Dynamics employee in this NG? Please note
> this - esp. the bonus level part - down!

You would think there should be! After all, this is the TR newsgroup, not
hosted by anyone with an agenda. Where better to find out what the fans
are really thinking. However, in all the time I've been here, I don't
recall any indication of any Core/Eidos/Crystal people actually visiting.

-- G


> I'm still waiting for the huge file to download...
>
> WY
>
> >
> >> Game AI should reflect real life. You do something wrong, you can get
> >> away with it, if there are no witnesses or traces left, but if you're
> >> caught doing wrong or leave evidence behind you AI should slowly adapt
> >> to that.
> >
> > Not too slowly.
> >
> > -- G
> >
> >> Immagine some 100 - 200 hours of gameplay and finally you got to the
> >> final level only to discover that since you behaved like a crazed serial
> >> killer there's the SWAT - Team awaiting you at the mansion and you are
> >> sentenced to lifelong jail ..... or hopefully you've got lot's of cash
> >> and can corrupt some judge or hire the best lawyer and bail you out of
> >> this situation and continue your adventure or you have to resart your
> >> game ..... hehehe.
> >>
> >> As I said the game should be as real life - real bitchy. ;-)
> >>
> >> See you on aggta ;-)
> >>
> >> An almost always friendly
> >>
> >> Ghost
> >>
> >> ----== Posted via Newsfeeds.Com - Unlimited-Uncensored-Secure Usenet
> >> News==----
> >> http://www.newsfeeds.com The #1 Newsgroup Service in the World! 120,000+
> >> Newsgroups
> >> ----= East and West-Coast Server Farms - Total Privacy via Encryption
> >> =----
 
Archived from groups: alt.games.tombraider (More info?)

"Pistol Whipped" <pwhipped@NOtampabaySPAM.rr.com> ha scritto nel
messaggio news:3hI7e.633$_t3.586@tornado.tampabay.rr.com...
<snip>

> In my mind, its where all of this "realism" leads. Meters and
> controls for every aspect of the game character. Planning ahead with
> a few choices in TR7 leads to more choices in TR8, and then before you
> know it, you're making battle plans for your adventure.
>
> Its not that I am diametrically opposed to these features in games. I
> just don't believe that any of them are in the spirit of TR.
> Adventure means unplanned, unpredictable ... unforeseeable! If its
> planned, calculated and prepared for ... its a vacation.

In fact that's what I'm thinking about, to get the whole game
unpredictable a "real adventure." - To take the preparation for an
mission possibility : most of us would select the basic equipment of
here on our past experiences with the game. So happily we think to be
prepared for all, and then we may learn to be completely wrong, and to
fix the problem on the go with makeshift solutions. Think of the island
level in TR3 to pick the tribesmen from distance you pack the biggest
gun there is. Only to learn, they have seen it and keep their heads
down, but are cutting the ropes of bridges, sink canoes and constrict
you to take an alternate route. IMHO this is adventure.

Maybe I wasn't clear enough when I talked about "reality" in TR, this
reality should not detract from the "comic"-type figure and capabilitys
Lara has, they should enhance them.
There shouldn't be visible weigth, unrest or fat meters, the effects
should only beeing visible or feelable. They shouldn't detract fun, or
beeing as teddious as seen in other games. But give you more
possibilities to solve an given situation. A timed run for example: if
you can't make it - leave some gear behind and you're running faster or
add some to get it harder ;-). Or eat some magic mushrooms the monks
gave you and you run faster. Instead of talking about "reality" it would
be more appropriate to say her decisions should also have effects on the
ongoing of the game, but in no way preclude the fun.

I think it's time to pack some new revolutianry concepts into TR games,
to add to the unpredictable adventure feeling. Enemys that pop out
casualy, animals you can scare away, concequences of your doing - but
not the stupid TRAOD way - Tailoring the basic gear to your style of
gaming, to enhance your prefered way of Raiding.
As in "life" the only given thing should be the following ones - The
roads, the houses, the temple outlines, lakes, rivers, your main enemys
and the artefacts. All the rest: animals, bushmen, tribes, should be
randomly. And lot's of free roaming and exploring.
When the only sure thing in an walkthrough are the maps and some basic
tips how to do this or that, they done it right. That's adventure.

An almost always friendly

Ghost













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Archived from groups: alt.games.tombraider (More info?)

Ghost wrote:
>
> "Pistol Whipped" <pwhipped@NOtampabaySPAM.rr.com> ha scritto nel
> messaggio news:3hI7e.633$_t3.586@tornado.tampabay.rr.com...
> <snip>
>
> > In my mind, its where all of this "realism" leads. Meters and
> > controls for every aspect of the game character. Planning ahead with
> > a few choices in TR7 leads to more choices in TR8, and then before you
> > know it, you're making battle plans for your adventure.
> >
> > Its not that I am diametrically opposed to these features in games. I
> > just don't believe that any of them are in the spirit of TR.
> > Adventure means unplanned, unpredictable ... unforeseeable! If its
> > planned, calculated and prepared for ... its a vacation.
>
> In fact that's what I'm thinking about, to get the whole game
> unpredictable a "real adventure." - To take the preparation for an
> mission possibility : most of us would select the basic equipment of
> here on our past experiences with the game. So happily we think to be
> prepared for all, and then we may learn to be completely wrong, and to
> fix the problem on the go with makeshift solutions. Think of the island
> level in TR3 to pick the tribesmen from distance you pack the biggest
> gun there is. Only to learn, they have seen it and keep their heads
> down, but are cutting the ropes of bridges, sink canoes and constrict
> you to take an alternate route. IMHO this is adventure.
>
> Maybe I wasn't clear enough when I talked about "reality" in TR, this
> reality should not detract from the "comic"-type figure and capabilitys
> Lara has, they should enhance them.
> There shouldn't be visible weigth, unrest or fat meters, the effects
> should only beeing visible or feelable. They shouldn't detract fun, or
> beeing as teddious as seen in other games. But give you more
> possibilities to solve an given situation. A timed run for example: if
> you can't make it - leave some gear behind and you're running faster or
> add some to get it harder ;-). Or eat some magic mushrooms the monks
> gave you and you run faster. Instead of talking about "reality" it would
> be more appropriate to say her decisions should also have effects on the
> ongoing of the game, but in no way preclude the fun.

Well, to me, a more realistic game would be far more fun. Using
your example of the timed run... I think it would be *much* more
interesting to have to *think* your way out of it. For example, if
Lara can't make the timed run, perhaps she could prop up a log on
the door so that when she goes back and hits the switch, the log
falls in the doorway jamming it open. Then Lara could take her
time. :) Having a game with a few things like that, IMO, would
be infinitely more entertaining than simply and mindlessly having
to beat the clock. I get tired of those timed runs.

> I think it's time to pack some new revolutianry concepts into TR games,
> to add to the unpredictable adventure feeling. Enemys that pop out
> casualy, animals you can scare away, concequences of your doing - but
> not the stupid TRAOD way - Tailoring the basic gear to your style of
> gaming, to enhance your prefered way of Raiding.
> As in "life" the only given thing should be the following ones - The
> roads, the houses, the temple outlines, lakes, rivers, your main enemys
> and the artefacts. All the rest: animals, bushmen, tribes, should be
> randomly. And lot's of free roaming and exploring.
> When the only sure thing in an walkthrough are the maps and some basic
> tips how to do this or that, they done it right. That's adventure.

Having things like that happen randomly would add to the replayability
of the game. However, it would be harder to program. It might be
several years between games instead of two or three.

-- G

> An almost always friendly
>
> Ghost
>
> ----== Posted via Newsfeeds.Com - Unlimited-Uncensored-Secure Usenet News==----
> http://www.newsfeeds.com The #1 Newsgroup Service in the World! 120,000+ Newsgroups
> ----= East and West-Coast Server Farms - Total Privacy via Encryption =----
 
Archived from groups: alt.games.tombraider (More info?)

Pistol Whipped wrote:
>
> In the dead of night, a faint whisper from Gary Mitchell was heard, at
> about 04/14/2005 06:42 AM, and I could have sworn it said ...
> > Pistol Whipped wrote:
> >
> >>In the dead of night, a faint whisper from Gary Mitchell was heard, at
> >>about 04/13/2005 07:56 PM, and I could have sworn it said ...
> >>
> >>>Ghost wrote:
> >>>
> >>
> >><snip>
> >>
> >>>
> >>>I totally agree with you there. In the past TR's, there was no
> >>>apparent affect from carrying all the weapons ammo she collected,
> >>>not to mention the bulk. Toward the latter part of the games, if
> >>>you (Lara) collected a lot of ammo--that alone should make it almost
> >>>impossible for Lara to swim.
> >>>
> >>
> >>This has got the same feel to me as pre-choosing equipment/ammo (see
> >>below). I, for one, don't want the game turning into one of these "army
> >>mission" games. Boring!!! Choose the wrong weapons, go get killed,
> >>choose wrong weapons again, go get killed, ad infinitum.
> >
> >
> > You're thinking something completely different. Lara finds everything
> > she needs just by chance (apparently) along the way, except for the pair
> > of pistols. I'm just saying she would (i.e. *she* would) gather together
> > what she needed before going on an adventure. Any adventurer with more
> > than two working neurons would prepare somewhat. The player wouldn't
> > necessarily get to choose anything. If they put that option in, fine,
> > I'm not opposed to having the chance to select equipment before an
> > adventure, but that's not necessarily what I was suggesting.
> >
>
> It may not be what you were suggesting but it was pretty plain to me
> that you were agreeing with someone who was.
>
> No weight meter, that's my opinion and I'm sticking to it.

OK... It seems maybe I should simply spell out exactly what I
was thinking on this "start out prepared" business.

As it is, Lara starts out with two pistols, climbing boots, an
empty back pack, and that's it. The other weapons she needs,
ammo, and health packs are all found along the way--often in
silliest locations.

Instead of that, I'm just suggesting that the weapons, ammo,
and health packs all are there to begin with, in the back
pack. There's no meters or any of that other nonsense you were
talking about. Maybe you can tweak the selection depending on
where she'll be going, but that's all.

Along the way, she could find other things instead, such as maps
or other clues, valuables, or maybe she meets someone who knows
a secret passage and she has to figure out a way to get the info.
This would add another dimension to the game--interacting with
other characters (to some extent) to accomplish her goal. We
got a taste of this with that dying pilot who gave Lara that
swamp map in TR 3, (I think it was the end of the Coastal Village
level).

-- G
 
Archived from groups: alt.games.tombraider (More info?)

"Pistol Whipped"
snip
>>
>
> In my mind, its where all of this "realism" leads. Meters and
> controls for every aspect of the game character. Planning ahead with
> a few choices in TR7 leads to more choices in TR8, and then before
> you know it, you're making battle plans for your adventure.
>
> Its not that I am diametrically opposed to these features in games. I
> just don't believe that any of them are in the spirit of TR. Adventure
> means unplanned, unpredictable ... unforeseeable! If its
> planned, calculated and prepared for ... its a vacation.
>
>>
>>> I wanna play a good ... live by your wits, find your way as you go,
>>> hunt for what you need, invent a solution on the spot, enjoy the
>>> scenery and (a few) cut scenes/FMVs ... TR adventure!
>>>
>>> Ok, yes, it needs a good plot, an interesting (non-linear for
>>> replayability) story line, interesting characters (that we don't
>>> get to know *too* well), set in unique interesting locales, with a
>>> steadily increasingly clear goal.
>>>
>>> Maybe a cross between "The DaVinci Code", "Gunga Din" and "Tarzan
>>> and the Lost City of Gold" ... something like that ...
>>>
>>> ---
>>> PW

Some want a "simulation", some want an adventure game. I want the
adventure game :)
McG.
 
Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
news:425F9172.5AA85DEA@ix.nospam.netcom.com...
> Ghost wrote:
>>
> [snip]
>
>> Why I shold be able to open a door only with an key or secret code?
>> Let
>> me blow that damm door if I want to blow it with the rocket launcher
>> or
>> an heap of explosives. It's so plain dumb to have an rocket launcher
>> that can't open an wooden door. And there are no techincal inducted
>> excuses to design a game that way. Think about those pesky piranhas
>> in
>> TR3, why they should be immortal? Occupational therapy!!?? Give me a
>> candle of dynamite and the swimm all belly up. But if you prefer to
>> do
>> it old fashioned way do it without harming any animal in the game.
>
> Now, *that* would have been good! Drop a grenade in the water and
> that's it, you're safe! Or maybe it gives you three minutes before
> more piranha show up from elsewhere. The same would be true with
> other threats in the water (shark, etc.) Ever go fishing with cherry
> bombs? 😉 But, alas, such options weren't available to us. :/
>
> -- G
[snip]

hehehe .... we used beer/lemonade bottles - the ones with the old
fashioned closure -filled them with water and carbide, drop them into
the water, wait - boooom - and have a nice fishdinner.

hmmmm ..... but today this would get you in lot's of troubles over here
...... sighhhh

An almost always friendly
Ghost



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Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
news:425F8E3A.A1C89AA6@ix.nospam.netcom.com...
> Ghost wrote:
>>
>> "Pistol Whipped" <pwhipped@NOtampabaySPAM.rr.com> ha scritto nel
>> messaggio news:3hI7e.633$_t3.586@tornado.tampabay.rr.com...
>> <snip>
>>
>> > In my mind, its where all of this "realism" leads. Meters and
>> > controls for every aspect of the game character. Planning ahead
>> > with
>> > a few choices in TR7 leads to more choices in TR8, and then before
>> > you
>> > know it, you're making battle plans for your adventure.
>> >
>> > Its not that I am diametrically opposed to these features in games.
>> > I
>> > just don't believe that any of them are in the spirit of TR.
>> > Adventure means unplanned, unpredictable ... unforeseeable! If
>> > its
>> > planned, calculated and prepared for ... its a vacation.
>>
>> In fact that's what I'm thinking about, to get the whole game
>> unpredictable a "real adventure." - To take the preparation for an
>> mission possibility : most of us would select the basic equipment of
>> here on our past experiences with the game. So happily we think to be
>> prepared for all, and then we may learn to be completely wrong, and
>> to
>> fix the problem on the go with makeshift solutions. Think of the
>> island
>> level in TR3 to pick the tribesmen from distance you pack the biggest
>> gun there is. Only to learn, they have seen it and keep their heads
>> down, but are cutting the ropes of bridges, sink canoes and constrict
>> you to take an alternate route. IMHO this is adventure.
>>
>> Maybe I wasn't clear enough when I talked about "reality" in TR, this
>> reality should not detract from the "comic"-type figure and
>> capabilitys
>> Lara has, they should enhance them.
>> There shouldn't be visible weigth, unrest or fat meters, the effects
>> should only beeing visible or feelable. They shouldn't detract fun,
>> or
>> beeing as teddious as seen in other games. But give you more
>> possibilities to solve an given situation. A timed run for example:
>> if
>> you can't make it - leave some gear behind and you're running faster
>> or
>> add some to get it harder ;-). Or eat some magic mushrooms the monks
>> gave you and you run faster. Instead of talking about "reality" it
>> would
>> be more appropriate to say her decisions should also have effects on
>> the
>> ongoing of the game, but in no way preclude the fun.
>
> Well, to me, a more realistic game would be far more fun. Using
> your example of the timed run... I think it would be *much* more
> interesting to have to *think* your way out of it. For example, if
> Lara can't make the timed run, perhaps she could prop up a log on
> the door so that when she goes back and hits the switch, the log
> falls in the doorway jamming it open. Then Lara could take her
> time. :) Having a game with a few things like that, IMO, would
> be infinitely more entertaining than simply and mindlessly having
> to beat the clock. I get tired of those timed runs.

You got it Gary, that's exactly what I mean, for every obstacle there
should be more than one way to get around it. You like time runs? run as
hell. You like to use your brains use the log, You have no brain and
can't run - balance the weight of your equipment and get faster.

>> I think it's time to pack some new revolutianry concepts into TR
>> games,
>> to add to the unpredictable adventure feeling. Enemys that pop out
>> casualy, animals you can scare away, concequences of your doing - but
>> not the stupid TRAOD way - Tailoring the basic gear to your style of
>> gaming, to enhance your prefered way of Raiding.
>> As in "life" the only given thing should be the following ones - The
>> roads, the houses, the temple outlines, lakes, rivers, your main
>> enemys
>> and the artefacts. All the rest: animals, bushmen, tribes, should be
>> randomly. And lot's of free roaming and exploring.
>> When the only sure thing in an walkthrough are the maps and some
>> basic
>> tips how to do this or that, they done it right. That's adventure.
>
> Having things like that happen randomly would add to the replayability
> of the game. However, it would be harder to program. It might be
> several years between games instead of two or three.

Not neccessarily, maybe the first installment would need longer to
develop, but with a good programm layout, it should be able to keep the
basics, adapt skins, events locations, NPG and the storyline.
Anyway I've will never understand that an pubblisher as EIDOS isn't able
to get more singergys out of all their developpers.
TR, Legacy of Kain, Thief at least are ticking almost all along the same
lines. Ripping one basic engines of one of those - at your choice -
should allow you to realizze any other of the other two games with minor
modification. Think about how many games are based on the Unreal or
Half-Life engines?
After almost 25 years of computer games, it should be possible to design
games without prefixed safepoints, with some form of AI that don't
offends you, as in IGI shot first guard standing a feet from his
collegue get cover and the guard doesn't take action.!!?? Remains there
awaiting his destiny.

Write a good engine the first time and sequels would be no more to
produce slower than know.

An almost alwas friendly

Ghost










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Archived from groups: alt.games.tombraider (More info?)

=>> The runes were cast, the portents thundered and then Gary Mitchell
warbled on about "Re: TR7/Legend website question" in a.g.t <<=

> "W. Y." wrote:
> > Is there any Eidos or Crystal Dynamics employee in this NG? Please note
> > this - esp. the bonus level part - down!
>
> You would think there should be! After all, this is the TR newsgroup, not
> hosted by anyone with an agenda. Where better to find out what the fans
> are really thinking. However, in all the time I've been here, I don't
> recall any indication of any Core/Eidos/Crystal people actually visiting.

Mike 'Redleggs' Kelly from the US side of Eidos Interactive used to post
here a few eyars back. Think he was only involved in the distribution
side of things though.


Hmm, now wondering how out of date the micor-UFAQs are..

--
|\ .---. alt.games.tombraider micro-UFAQ4
L .\\ </_\\\\ (Ultra-Frequently Asked Questions v4)
:/>` (|'|'|)
A Y/\ \_-_/| 1) There is no nude code for any of
\ \ ___/' \_\_ the TR games; please stop asking.
R \ \.--'' /\ /\ \ 2) The full FAQ is dead. Best off
\__.--'(_ \Y/ _)\ \'-._ asking for help here.
A )___ | \ \-._'-. 3) Hints, tips, and walkthroughs for
,-,-< _c `-/ / / '-.\ all the games are available at:
/~/-._[_]--/ / / || http://tombraiders.net/stella
C |_|_ _,`-|~\/_/ \| http://trinity.westhost.com/tomb/
| `-/ \___\/|\` http://www.croftsgate.co.uk
R | | \ \/ 4) TRAOD: mark any queries about the
| | `. \ game with a [*SPOILER*] prefix.
O | | \ \ 5) TRAOD: patch v42 is out.
|__| \__\ 6) TRAOD: crouch in front of the
F |= | \ =\ ghost; move when he stops.
|= | \ =\ 7) TRAOD: good or bad? Mostly bad...
T /= | DrS. | =\__ 8) It's Lara, not Laura! (ILNL!)
|___| snark^ \_____) 9) Please don't post binaries here.
 
Archived from groups: alt.games.tombraider (More info?)

Okay, for those of you who want the "uber-reality" to be the be-all and
end-all of a game, think about this:

If someone were to hunt you down and kill you, in this reality, right
now, would that be real enough for you?

I'm sorry, but the "uber-reality-geeks" have been flaming the rest of
us to death here. If you're not happy, then why are you playing a game
at all? There's plenty of folks who can add the ultimate in realism.
Military, para-military, murderers, and so forth, come to mind.

We're sorry that we're not like you, but you'll have to live with that.
We're a part of the same universe you're occupying. Right now, you're
being anal and a jackass. Stop it now (and you know who you are).
>:-(

(Getting damn tired of people who forget their Netiquette.)
 
Archived from groups: alt.games.tombraider (More info?)

"snark^" <snarkamedes@tulgeywook.org> wrote in message
news:5rn061pi34h0g03uagu97m80kc0bc25ogc@4ax.com...
>=>> The runes were cast, the portents thundered and then Gary Mitchell
> warbled on about "Re: TR7/Legend website question" in a.g.t <<=
>
>> "W. Y." wrote:
>> > Is there any Eidos or Crystal Dynamics employee in this NG? Please note
>> > this - esp. the bonus level part - down!
>>
>> You would think there should be! After all, this is the TR newsgroup,
>> not
>> hosted by anyone with an agenda. Where better to find out what the fans
>> are really thinking. However, in all the time I've been here, I don't
>> recall any indication of any Core/Eidos/Crystal people actually visiting.
>

I really think that the companies should pay someone to actually summarise
the things we say here. But I agree, even if they were here, they might not
have made any comments.

> Mike 'Redleggs' Kelly from the US side of Eidos Interactive used to post
> here a few eyars back. Think he was only involved in the distribution
> side of things though.
>
>

Perhaps there are others here now still but after the complaints about AOD,
are afraid to own up for fear of getting rude replies. But I think we should
assure the undercovers here that this is an NG full of nice people, unlike
in 24hoursupport.helpdesk. Flame wars will not start here, right, folks? :)

WY

> Hmm, now wondering how out of date the micor-UFAQs are..
>
> --
> |\ .---. alt.games.tombraider micro-UFAQ4
> L .\\ </_\\\\ (Ultra-Frequently Asked Questions v4)
> :/>` (|'|'|)
> A Y/\ \_-_/| 1) There is no nude code for any of
> \ \ ___/' \_\_ the TR games; please stop asking.
> R \ \.--'' /\ /\ \ 2) The full FAQ is dead. Best off
> \__.--'(_ \Y/ _)\ \'-._ asking for help here.
> A )___ | \ \-._'-. 3) Hints, tips, and walkthroughs for
> ,-,-< _c `-/ / / '-.\ all the games are available at:
> /~/-._[_]--/ / / || http://tombraiders.net/stella
> C |_|_ _,`-|~\/_/ \| http://trinity.westhost.com/tomb/
> | `-/ \___\/|\` http://www.croftsgate.co.uk
> R | | \ \/ 4) TRAOD: mark any queries about the
> | | `. \ game with a [*SPOILER*] prefix.
> O | | \ \ 5) TRAOD: patch v42 is out.
> |__| \__\ 6) TRAOD: crouch in front of the
> F |= | \ =\ ghost; move when he stops.
> |= | \ =\ 7) TRAOD: good or bad? Mostly bad...
> T /= | DrS. | =\__ 8) It's Lara, not Laura! (ILNL!)
> |___| snark^ \_____) 9) Please don't post binaries here.
 
Archived from groups: alt.games.tombraider (More info?)

"W. Y." <yeomy@BLAHBLAHBLAH.singnet.com.sg> wrote in message
news:d3r41q$71v$1@mawar.singnet.com.sg
> "snark^" <snarkamedes@tulgeywook.org> wrote in message
> news:5rn061pi34h0g03uagu97m80kc0bc25ogc@4ax.com...
>> =>> The runes were cast, the portents thundered and then Gary
>> Mitchell warbled on about "Re: TR7/Legend website question" in
>> a.g.t <<=
>>> "W. Y." wrote:
>>>> Is there any Eidos or Crystal Dynamics employee in this NG? Please
>>>> note this - esp. the bonus level part - down!
>>>
>>> You would think there should be! After all, this is the TR
>>> newsgroup, not
>>> hosted by anyone with an agenda. Where better to find out what the
>>> fans are really thinking. However, in all the time I've been here,
>>> I don't recall any indication of any Core/Eidos/Crystal people
>>> actually visiting.
>>
>
> I really think that the companies should pay someone to actually
> summarise the things we say here. But I agree, even if they were
> here, they might not have made any comments.
>
>> Mike 'Redleggs' Kelly from the US side of Eidos Interactive used to
>> post here a few eyars back. Think he was only involved in the
>> distribution side of things though.
>>
>>
>
> Perhaps there are others here now still but after the complaints
> about AOD, are afraid to own up for fear of getting rude replies. But
> I think we should assure the undercovers here that this is an NG full
> of nice people, unlike in 24hoursupport.helpdesk. Flame wars will not
> start here, right, folks? :)
> WY

There really haven't been any "flamewars" in here to my doddering
recollection :)
McG.

>
>> Hmm, now wondering how out of date the micor-UFAQs are..
>>
>> --
>> |\ .---. alt.games.tombraider micro-UFAQ4
>> L .\\ </_\\\\ (Ultra-Frequently Asked Questions
>> v4) :/>` (|'|'|)
>> A Y/\ \_-_/| 1) There is no nude code for any of
>> \ \ ___/' \_\_ the TR games; please stop
>> asking. R \ \.--'' /\ /\ \ 2) The full FAQ is dead.
>> Best off \__.--'(_ \Y/ _)\ \'-._ asking for help here.
>> A )___ | \ \-._'-. 3) Hints, tips, and walkthroughs
>> for ,-,-< _c `-/ / / '-.\ all the games are available
>> at: /~/-._[_]--/ / / || http://tombraiders.net/stella
>> C |_|_ _,`-|~\/_/ \|
>> http://trinity.westhost.com/tomb/ | `-/ \___\/|\`
>> http://www.croftsgate.co.uk R | | \ \/ 4)
>> TRAOD: mark any queries about
>> the | | `. \ game with a [*SPOILER*]
>> prefix. O | | \ \ 5) TRAOD: patch v42 is out.
>> |__| \__\ 6) TRAOD: crouch in front of the
>> F |= | \ =\ ghost; move when he stops.
>> |= | \ =\ 7) TRAOD: good or bad? Mostly
>> bad... T /= | DrS. | =\__ 8) It's Lara, not Laura!
>> (ILNL!) |___| snark^ \_____) 9) Please don't post
>> binaries here.
 
Archived from groups: alt.games.tombraider (More info?)

"W. Y." wrote:
>
> "snark^" <snarkamedes@tulgeywook.org> wrote in message
> news:5rn061pi34h0g03uagu97m80kc0bc25ogc@4ax.com...
> >=>> The runes were cast, the portents thundered and then Gary Mitchell
> > warbled on about "Re: TR7/Legend website question" in a.g.t <<=
> >
> >> "W. Y." wrote:
> >> > Is there any Eidos or Crystal Dynamics employee in this NG? Please note
> >> > this - esp. the bonus level part - down!
> >>
> >> You would think there should be! After all, this is the TR newsgroup,
> >> not
> >> hosted by anyone with an agenda. Where better to find out what the fans
> >> are really thinking. However, in all the time I've been here, I don't
> >> recall any indication of any Core/Eidos/Crystal people actually visiting.
> >
>
> I really think that the companies should pay someone to actually summarise
> the things we say here. But I agree, even if they were here, they might not
> have made any comments.

It's possible they are monitoring in secret. But why? Companies
pay good money on focus groups and surveys... Here's one right here
and it wouldn't cost them a dime. I find it really hard to believe
they don't know about this NG. Or, maybe they consider us just a
fringe group (to put it mildly) and don't really care much what we
think. That's possible too.

> > Mike 'Redleggs' Kelly from the US side of Eidos Interactive used to post
> > here a few eyars back. Think he was only involved in the distribution
> > side of things though.
> >
> >
>
> Perhaps there are others here now still but after the complaints about AOD,
> are afraid to own up for fear of getting rude replies. But I think we should
> assure the undercovers here that this is an NG full of nice people, unlike
> in 24hoursupport.helpdesk. Flame wars will not start here, right, folks? :)

There might be puffs of smoke and a flash of flame now and then,
but for the most part, yeah, pretty much. ...depends on whether
Eep shows up. 😉

-- G

> WY
>
> > Hmm, now wondering how out of date the micor-UFAQs are..
> >
> > --
> > |\ .---. alt.games.tombraider micro-UFAQ4
> > L .\\ </_\\\\ (Ultra-Frequently Asked Questions v4)
> > :/>` (|'|'|)
> > A Y/\ \_-_/| 1) There is no nude code for any of
> > \ \ ___/' \_\_ the TR games; please stop asking.
> > R \ \.--'' /\ /\ \ 2) The full FAQ is dead. Best off
> > \__.--'(_ \Y/ _)\ \'-._ asking for help here.
> > A )___ | \ \-._'-. 3) Hints, tips, and walkthroughs for
> > ,-,-< _c `-/ / / '-.\ all the games are available at:
> > /~/-._[_]--/ / / || http://tombraiders.net/stella
> > C |_|_ _,`-|~\/_/ \| http://trinity.westhost.com/tomb/
> > | `-/ \___\/|\` http://www.croftsgate.co.uk
> > R | | \ \/ 4) TRAOD: mark any queries about the
> > | | `. \ game with a [*SPOILER*] prefix.
> > O | | \ \ 5) TRAOD: patch v42 is out.
> > |__| \__\ 6) TRAOD: crouch in front of the
> > F |= | \ =\ ghost; move when he stops.
> > |= | \ =\ 7) TRAOD: good or bad? Mostly bad...
> > T /= | DrS. | =\__ 8) It's Lara, not Laura! (ILNL!)
> > |___| snark^ \_____) 9) Please don't post binaries here.
 
Archived from groups: alt.games.tombraider (More info?)

Paul E Kiefer Jr wrote:
>
> Okay, for those of you who want the "uber-reality" to be the be-all and
> end-all of a game, think about this:
>
> If someone were to hunt you down and kill you, in this reality, right
> now, would that be real enough for you?
>
> I'm sorry, but the "uber-reality-geeks" have been flaming the rest of
> us to death here. If you're not happy, then why are you playing a game
> at all? There's plenty of folks who can add the ultimate in realism.
> Military, para-military, murderers, and so forth, come to mind.
>
> We're sorry that we're not like you, but you'll have to live with that.
> We're a part of the same universe you're occupying. Right now, you're
> being anal and a jackass. Stop it now (and you know who you are).
> >:-(

I think I'm the only one who was speaking in favor of realism recently,
so apparently this was aimed at me. It's obvious that you also complete
misunderstood what I was saying. So, let me try putting it this way:

In my opinion, the Myst games are very realistic, they just drip with
realism, even more so than TR in some ways. (Don't know about Uru,
haven't played it yet.) And those take place in a total fantasy
universe too. But within that universe, there's a strong "you are here"
feel to it. They play just like you're really there. This makes them
very absorbing. It's one of the qualities I like best about TR too.
And *that* was my point about realism. Clearer?

I have no clue what point you're making with that hunt-me-down example.

-- G
 
Archived from groups: alt.games.tombraider (More info?)

"McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
<snip>
> So, where is the cross point of realism and Fun in the games? That's
> a bit of a variable as applied to each player. We all see it a
> little differently, and we all enjoy different aspects of the same
> things in the games. Some might want to see only jumps and no ropes
> in the game, but there is both so each tolerates a dislike to be able
> to enjoy their respective likes :)
> Peace Brothers!
> McG.
That's the point, almost everyone has his likes or dislikes. Since TR
series was groundbreaking back at beginning. Today it would be
groundbreaking to add variables, to tailor the game closer to ones
liking. Most important to offer alternative ways to achieve the
objectives. Offer choices that affect, the outcoming of your adventure,
without beeing tedious and most important without affecting the original
concept of the game. IMO it's technically possible to create the game
that it's possible to play, as any TR game before, if that's your
desire. And to give options to less experienced gamers to have a game
that's easier to solve, without using cheats, level skips or gamesaves.
And most important - without dumbing it down.

An almost always friendly

Ghost



----== Posted via Newsfeeds.Com - Unlimited-Uncensored-Secure Usenet News==----
http://www.newsfeeds.com The #1 Newsgroup Service in the World! 120,000+ Newsgroups
----= East and West-Coast Server Farms - Total Privacy via Encryption =----
 
Archived from groups: alt.games.tombraider (More info?)

Ghost wrote:
>
> "McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
> news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
> <snip>
> > So, where is the cross point of realism and Fun in the games? That's
> > a bit of a variable as applied to each player. We all see it a
> > little differently, and we all enjoy different aspects of the same
> > things in the games. Some might want to see only jumps and no ropes
> > in the game, but there is both so each tolerates a dislike to be able
> > to enjoy their respective likes :)
> > Peace Brothers!
> > McG.
> That's the point, almost everyone has his likes or dislikes. Since TR
> series was groundbreaking back at beginning. Today it would be
> groundbreaking to add variables, to tailor the game closer to ones
> liking. Most important to offer alternative ways to achieve the
> objectives. Offer choices that affect, the outcoming of your adventure,
> without beeing tedious and most important without affecting the original
> concept of the game. IMO it's technically possible to create the game
> that it's possible to play, as any TR game before, if that's your
> desire. And to give options to less experienced gamers to have a game
> that's easier to solve, without using cheats, level skips or gamesaves.
> And most important - without dumbing it down.


There's a lot of things they could do to add variability without adding
too much in the way of programming complexity. It wouldn't take much to
add a difficulty setting. There could be a variety of difficulties too,
more or fewer weapons, more or fewer bad guys, bad guy aggressiveness,
rougher terrain, etc., etc.

The question of linearity always comes up. That *would* add to the
programming complexity, but IMO would be well worth it. McG is always
talking about how nice it is in Morrowind to just go off on your own
in any direction. TR is the kind of game where they could do that to
some extent.

-- G

> An almost always friendly
>
> Ghost
>
> ----== Posted via Newsfeeds.Com - Unlimited-Uncensored-Secure Usenet News==----
> http://www.newsfeeds.com The #1 Newsgroup Service in the World! 120,000+ Newsgroups
> ----= East and West-Coast Server Farms - Total Privacy via Encryption =----
 
Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
news:426374DE.A6A00D2D@ix.nospam.netcom.com
> Ghost wrote:
>>
>> "McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
>> news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
>> <snip>
>>> So, where is the cross point of realism and Fun in the games?
>>> That's a bit of a variable as applied to each player. We all see
>>> it a little differently, and we all enjoy different aspects of the
>>> same things in the games. Some might want to see only jumps and no
>>> ropes in the game, but there is both so each tolerates a dislike to
>>> be able to enjoy their respective likes :)
>>> Peace Brothers!
>>> McG.
>> That's the point, almost everyone has his likes or dislikes. Since TR
>> series was groundbreaking back at beginning. Today it would be
>> groundbreaking to add variables, to tailor the game closer to ones
>> liking. Most important to offer alternative ways to achieve the
>> objectives. Offer choices that affect, the outcoming of your
>> adventure,
>> without beeing tedious and most important without affecting the
>> original
>> concept of the game. IMO it's technically possible to create the game
>> that it's possible to play, as any TR game before, if that's your
>> desire. And to give options to less experienced gamers to have a game
>> that's easier to solve, without using cheats, level skips or
>> gamesaves.
>> And most important - without dumbing it down.
>
>
> There's a lot of things they could do to add variability without
> adding too much in the way of programming complexity. It wouldn't
> take much to add a difficulty setting. There could be a variety of
> difficulties too, more or fewer weapons, more or fewer bad guys, bad
> guy aggressiveness, rougher terrain, etc., etc.
>
> The question of linearity always comes up. That *would* add to the
> programming complexity, but IMO would be well worth it. McG is always
> talking about how nice it is in Morrowind to just go off on your own
> in any direction. TR is the kind of game where they could do that to
> some extent.
>
> -- G

Non linear. Well, that could take several directions. Within the TR's
there is a degree of non-linerarity, even in AoD somewhat. With a game
like Morrowind, you have to *choose* to do a specific thing. Then, of
course, there is linerarity....to solving a quest. The thing is, you
have the whole existence of the game world to do it in. Not some
"level" or map. When I got the game I was excited to realize I could
traverse the entirety of the whole game world and not *do* the story, or
quests as it were. I could simply adventure. I have since then added
the two expansion packs and and not done completing my travels. July 1
will be three years since I started this adventure :) And there are so
many ways you can complete the quests parts of it too. I think this
qualifies as a Wide Open game. It was also built to be modded.
The complex programming would be in the quests, the story. Tombraider
could indeed be built to do this, and would be enormously great fun for
a lot of people. You could pick up and adventure to go on just like in
the movie, where Hillary opens a big 3 ring binder and mentions a
shipwreck and Egypt. Lara could meet with someone in a local place,
like the British Museum. It would be very easy (comparatively) to
create a fictional place for Laras world of adventure. They wouldn't
have to be "accurate" in mapping details, like streets, buildings etc.
Granted, there would likely have to be sections to the game because of
the sheer size of the locations. But within those sections (Ievels)
they could be completely contiguous and Lara would always be able to
cover every inch repeatedly. Even in Morrowind, you do have 'sections'
of a sort. You have INdoors and OUTdoors, there is a transition from
going inside a home, room or ship etc. There is also fast-travel. You
can get to Solstheim on foot and swimming...but its tedious. You can
also take a ship or even use Mage teleportation. You can't do that
with Tribunal, but you can with Bloodmoon.
One of the first thoughts I had when I started playing in Morrowind was
"This would be a fantastic way to do Tombraider!!!" And Laras life and
world and character means it wouldn't resemble Morrowind at all.
I don't know anything about the game engine CD is using to build the
game around. I already see some things I don't like. They already have
a good engine that was used with AoD. Doesn't look like they're using
it.
McG.

>
>> An almost always friendly
>>
>> Ghost
>>
>> ----== Posted via Newsfeeds.Com - Unlimited-Uncensored-Secure Usenet
>> News==---- http://www.newsfeeds.com The #1 Newsgroup Service in the
>> World! 120,000+ Newsgroups ----= East and West-Coast Server Farms -
>> Total Privacy via Encryption =----
 
Archived from groups: alt.games.tombraider (More info?)

McGrandpa wrote:
>
> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
> news:426374DE.A6A00D2D@ix.nospam.netcom.com
> > Ghost wrote:
> >>
> >> "McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
> >> news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
> >> <snip>
> >>> So, where is the cross point of realism and Fun in the games?
> >>> That's a bit of a variable as applied to each player. We all see
> >>> it a little differently, and we all enjoy different aspects of the
> >>> same things in the games. Some might want to see only jumps and no
> >>> ropes in the game, but there is both so each tolerates a dislike to
> >>> be able to enjoy their respective likes :)
> >>> Peace Brothers!
> >>> McG.
> >> That's the point, almost everyone has his likes or dislikes. Since TR
> >> series was groundbreaking back at beginning. Today it would be
> >> groundbreaking to add variables, to tailor the game closer to ones
> >> liking. Most important to offer alternative ways to achieve the
> >> objectives. Offer choices that affect, the outcoming of your
> >> adventure,
> >> without beeing tedious and most important without affecting the
> >> original
> >> concept of the game. IMO it's technically possible to create the game
> >> that it's possible to play, as any TR game before, if that's your
> >> desire. And to give options to less experienced gamers to have a game
> >> that's easier to solve, without using cheats, level skips or
> >> gamesaves.
> >> And most important - without dumbing it down.
> >
> >
> > There's a lot of things they could do to add variability without
> > adding too much in the way of programming complexity. It wouldn't
> > take much to add a difficulty setting. There could be a variety of
> > difficulties too, more or fewer weapons, more or fewer bad guys, bad
> > guy aggressiveness, rougher terrain, etc., etc.
> >
> > The question of linearity always comes up. That *would* add to the
> > programming complexity, but IMO would be well worth it. McG is always
> > talking about how nice it is in Morrowind to just go off on your own
> > in any direction. TR is the kind of game where they could do that to
> > some extent.
> >
> > -- G
>
> Non linear. Well, that could take several directions. Within the TR's
> there is a degree of non-linerarity, even in AoD somewhat. With a game
> like Morrowind, you have to *choose* to do a specific thing. Then, of
> course, there is linerarity....to solving a quest. The thing is, you
> have the whole existence of the game world to do it in. Not some
> "level" or map. When I got the game I was excited to realize I could
> traverse the entirety of the whole game world and not *do* the story, or
> quests as it were. I could simply adventure. I have since then added
> the two expansion packs and and not done completing my travels. July 1
> will be three years since I started this adventure :) And there are so
> many ways you can complete the quests parts of it too. I think this
> qualifies as a Wide Open game. It was also built to be modded.
> The complex programming would be in the quests, the story. Tombraider
> could indeed be built to do this, and would be enormously great fun for
> a lot of people. You could pick up and adventure to go on just like in
> the movie, where Hillary opens a big 3 ring binder and mentions a
> shipwreck and Egypt. Lara could meet with someone in a local place,
> like the British Museum. It would be very easy (comparatively) to
> create a fictional place for Laras world of adventure. They wouldn't
> have to be "accurate" in mapping details, like streets, buildings etc.
> Granted, there would likely have to be sections to the game because of
> the sheer size of the locations. But within those sections (Ievels)
> they could be completely contiguous and Lara would always be able to
> cover every inch repeatedly. Even in Morrowind, you do have 'sections'
> of a sort. You have INdoors and OUTdoors, there is a transition from
> going inside a home, room or ship etc. There is also fast-travel. You
> can get to Solstheim on foot and swimming...but its tedious. You can
> also take a ship or even use Mage teleportation. You can't do that
> with Tribunal, but you can with Bloodmoon.
> One of the first thoughts I had when I started playing in Morrowind was
> "This would be a fantastic way to do Tombraider!!!" And Laras life and
> world and character means it wouldn't resemble Morrowind at all.
> I don't know anything about the game engine CD is using to build the
> game around. I already see some things I don't like. They already have
> a good engine that was used with AoD. Doesn't look like they're using
> it.
> McG.

Well, I've never played Morrowind, but I have played Myst. It's a little
bit like Morrowind in the sense that you can go anywhere you want, even
back the way you came. In TR, you can only do that to a small extent,
you can't go back to a previous level for example. But there really
isn't any reason I can think of why not, they just decided to not give
us that ability for some reason. Even if they did, once you go through
an area, there isn't much else to do except look around. It's the same
with Myst, except many of the things you find continue to work. The
stuff in TR tends to be one-shot deals.

The real challenge for the programmers would be to come up with a way to
make it interesting to go through an area again. They made an attempt in
TRLR... remember we had to revisit some of the levels? That was the first
time they did anything like that. It was OK, but could have been better.
It'd be nice to see what they could have come up with after some practice
and experience. I hope Crystal Dynamics uses Core's past experience, but
I'm not going to hold my breath. At least they said something about
returning to TR's roots, so there's hope. But from what little I've heard
about the engine, it doesn't exactly sound fantastic. Maybe at least it
will run on older machines. 😉

-- G
 
Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
news:42644EE7.B41E3DE7@ix.nospam.netcom.com
> McGrandpa wrote:
>>
>> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
>> news:426374DE.A6A00D2D@ix.nospam.netcom.com
>>> Ghost wrote:
>>>>
>>>> "McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
>>>> news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
>>>> <snip>
>>>>> So, where is the cross point of realism and Fun in the games?
>>>>> That's a bit of a variable as applied to each player. We all see
>>>>> it a little differently, and we all enjoy different aspects of the
>>>>> same things in the games. Some might want to see only jumps and
>>>>> no ropes in the game, but there is both so each tolerates a
>>>>> dislike to be able to enjoy their respective likes :)
>>>>> Peace Brothers!
>>>>> McG.
>>>> That's the point, almost everyone has his likes or dislikes. Since
>>>> TR series was groundbreaking back at beginning. Today it would be
>>>> groundbreaking to add variables, to tailor the game closer to ones
>>>> liking. Most important to offer alternative ways to achieve the
>>>> objectives. Offer choices that affect, the outcoming of your
>>>> adventure,
>>>> without beeing tedious and most important without affecting the
>>>> original
>>>> concept of the game. IMO it's technically possible to create the
>>>> game that it's possible to play, as any TR game before, if that's
>>>> your desire. And to give options to less experienced gamers to
>>>> have a game that's easier to solve, without using cheats, level
>>>> skips or gamesaves.
>>>> And most important - without dumbing it down.
>>>
>>>
>>> There's a lot of things they could do to add variability without
>>> adding too much in the way of programming complexity. It wouldn't
>>> take much to add a difficulty setting. There could be a variety of
>>> difficulties too, more or fewer weapons, more or fewer bad guys, bad
>>> guy aggressiveness, rougher terrain, etc., etc.
>>>
>>> The question of linearity always comes up. That *would* add to the
>>> programming complexity, but IMO would be well worth it. McG is
>>> always talking about how nice it is in Morrowind to just go off on
>>> your own in any direction. TR is the kind of game where they could
>>> do that to some extent.
>>>
>>> -- G
>>
>> Non linear. Well, that could take several directions. Within the
>> TR's there is a degree of non-linerarity, even in AoD somewhat.
>> With a game like Morrowind, you have to *choose* to do a specific
>> thing. Then, of course, there is linerarity....to solving a quest.
>> The thing is, you have the whole existence of the game world to do
>> it in. Not some "level" or map. When I got the game I was excited
>> to realize I could traverse the entirety of the whole game world and
>> not *do* the story, or quests as it were. I could simply adventure.
>> I have since then added the two expansion packs and and not done
>> completing my travels. July 1 will be three years since I started
>> this adventure :) And there are so many ways you can complete the
>> quests parts of it too. I think this qualifies as a Wide Open game.
>> It was also built to be modded.
>> The complex programming would be in the quests, the story.
>> Tombraider could indeed be built to do this, and would be enormously
>> great fun for a lot of people. You could pick up and adventure to
>> go on just like in the movie, where Hillary opens a big 3 ring
>> binder and mentions a shipwreck and Egypt. Lara could meet with
>> someone in a local place, like the British Museum. It would be
>> very easy (comparatively) to create a fictional place for Laras
>> world of adventure. They wouldn't have to be "accurate" in mapping
>> details, like streets, buildings etc. Granted, there would likely
>> have to be sections to the game because of the sheer size of the
>> locations. But within those sections (Ievels) they could be
>> completely contiguous and Lara would always be able to cover every
>> inch repeatedly. Even in Morrowind, you do have 'sections' of a
>> sort. You have INdoors and OUTdoors, there is a transition from
>> going inside a home, room or ship etc. There is also fast-travel.
>> You can get to Solstheim on foot and swimming...but its tedious.
>> You can also take a ship or even use Mage teleportation. You can't
>> do that with Tribunal, but you can with Bloodmoon.
>> One of the first thoughts I had when I started playing in Morrowind
>> was "This would be a fantastic way to do Tombraider!!!" And Laras
>> life and world and character means it wouldn't resemble Morrowind at
>> all.
>> I don't know anything about the game engine CD is using to build the
>> game around. I already see some things I don't like. They already
>> have a good engine that was used with AoD. Doesn't look like
>> they're using it.
>> McG.
>
> Well, I've never played Morrowind, but I have played Myst. It's a
> little bit like Morrowind in the sense that you can go anywhere you
> want, even back the way you came.

Morrowind and Myst are completely different engines. Each area in Myst
is a self contained worldlet. Four 'ages' to explore, plus 'home'.
Morrowind is a world composed of 'cells'. On some slower systems there
is a slight pause or hesitation crossing cell boundaries. It doesn't
affect anything visually, that's contiguous. You could generate all of
Egypt with that game engine. But, there are loads of spaces that would
be 'dead' areas, nothing to do but literally walk or run through them.
You'd want to go where the action is. You naturally head for that.
It's like that in Morrowind really :)

> In TR, you can only do that to a
> small extent, you can't go back to a previous level for example. But
> there really isn't any reason I can think of why not, they just
> decided to not give
> us that ability for some reason. Even if they did, once you go
> through an area, there isn't much else to do except look around.
> It's the same with Myst, except many of the things you find continue
> to work. The stuff in TR tends to be one-shot deals.

Right, with their engine, it'd be too easy to break the script. This
does happen occasionally in Morrowind BTW. But not often. TR is said
to be "on rails" because of the way it's scripted. It is mostly in at
one end, exit at the other, adventure and puzzles in between, move to
the next section of the 'ride'...repeat. In this sense, Laras world has
always been rather finite. Lots of fun in those levels, but it's still
A to B to C to D to END.

>
> The real challenge for the programmers would be to come up with a way
> to make it interesting to go through an area again. They made an
> attempt in TRLR... remember we had to revisit some of the levels?
> That was the first time they did anything like that. It was OK, but
> could have been better. It'd be nice to see what they could have come
> up with after some practice and experience. I hope Crystal Dynamics
> uses Core's past experience, but I'm not going to hold my breath. At
> least they said something about returning to TR's roots, so there's
> hope. But from what little I've heard about the engine, it doesn't
> exactly sound fantastic. Maybe at least it will run on older
> machines. 😉

Going by the look of that Flash thing, yep, it will run on older
systems. I had hoped for more 🙁
McG.

>
> -- G
 
Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
news:42644EE7.B41E3DE7@ix.nospam.netcom.com...
> McGrandpa wrote:

>snip<

> Even if they did, once you go through
> an area, there isn't much else to do except look around. It's the
> same
> with Myst, except many of the things you find continue to work. The
> stuff in TR tends to be one-shot deals.

Ever did forget or miss an secret? That's one of the best reasons to
have the ability to backtrack on levels. It's an "non option" to have to
reload an level to get all secrets, or to have to cheat.

> The real challenge for the programmers would be to come up with a way
> to
> make it interesting to go through an area again. They made an attempt
> in
> TRLR... remember we had to revisit some of the levels?

There are lot's of games that triggers new NPG's or enemys randomly
everytime you return to an level. So this shouldn't be rocket sience.

an almost always friendly

Ghost




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Archived from groups: alt.games.tombraider (More info?)

McGrandpa wrote:
>
> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
> news:42644EE7.B41E3DE7@ix.nospam.netcom.com
> > McGrandpa wrote:
> >>
> >> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> wrote in message
> >> news:426374DE.A6A00D2D@ix.nospam.netcom.com
> >>> Ghost wrote:
> >>>>
> >>>> "McGrandpa" <McGrandpaNOT@NOThotmail.com> ha scritto nel messaggio
> >>>> news:_5v8e.7003$h6.4878@tornado.texas.rr.com...
> >>>> <snip>
> >>>>> So, where is the cross point of realism and Fun in the games?
> >>>>> That's a bit of a variable as applied to each player. We all see
> >>>>> it a little differently, and we all enjoy different aspects of the
> >>>>> same things in the games. Some might want to see only jumps and
> >>>>> no ropes in the game, but there is both so each tolerates a
> >>>>> dislike to be able to enjoy their respective likes :)
> >>>>> Peace Brothers!
> >>>>> McG.
> >>>> That's the point, almost everyone has his likes or dislikes. Since
> >>>> TR series was groundbreaking back at beginning. Today it would be
> >>>> groundbreaking to add variables, to tailor the game closer to ones
> >>>> liking. Most important to offer alternative ways to achieve the
> >>>> objectives. Offer choices that affect, the outcoming of your
> >>>> adventure,
> >>>> without beeing tedious and most important without affecting the
> >>>> original
> >>>> concept of the game. IMO it's technically possible to create the
> >>>> game that it's possible to play, as any TR game before, if that's
> >>>> your desire. And to give options to less experienced gamers to
> >>>> have a game that's easier to solve, without using cheats, level
> >>>> skips or gamesaves.
> >>>> And most important - without dumbing it down.
> >>>
> >>>
> >>> There's a lot of things they could do to add variability without
> >>> adding too much in the way of programming complexity. It wouldn't
> >>> take much to add a difficulty setting. There could be a variety of
> >>> difficulties too, more or fewer weapons, more or fewer bad guys, bad
> >>> guy aggressiveness, rougher terrain, etc., etc.
> >>>
> >>> The question of linearity always comes up. That *would* add to the
> >>> programming complexity, but IMO would be well worth it. McG is
> >>> always talking about how nice it is in Morrowind to just go off on
> >>> your own in any direction. TR is the kind of game where they could
> >>> do that to some extent.
> >>>
> >>> -- G
> >>
> >> Non linear. Well, that could take several directions. Within the
> >> TR's there is a degree of non-linerarity, even in AoD somewhat.
> >> With a game like Morrowind, you have to *choose* to do a specific
> >> thing. Then, of course, there is linerarity....to solving a quest.
> >> The thing is, you have the whole existence of the game world to do
> >> it in. Not some "level" or map. When I got the game I was excited
> >> to realize I could traverse the entirety of the whole game world and
> >> not *do* the story, or quests as it were. I could simply adventure.
> >> I have since then added the two expansion packs and and not done
> >> completing my travels. July 1 will be three years since I started
> >> this adventure :) And there are so many ways you can complete the
> >> quests parts of it too. I think this qualifies as a Wide Open game.
> >> It was also built to be modded.
> >> The complex programming would be in the quests, the story.
> >> Tombraider could indeed be built to do this, and would be enormously
> >> great fun for a lot of people. You could pick up and adventure to
> >> go on just like in the movie, where Hillary opens a big 3 ring
> >> binder and mentions a shipwreck and Egypt. Lara could meet with
> >> someone in a local place, like the British Museum. It would be
> >> very easy (comparatively) to create a fictional place for Laras
> >> world of adventure. They wouldn't have to be "accurate" in mapping
> >> details, like streets, buildings etc. Granted, there would likely
> >> have to be sections to the game because of the sheer size of the
> >> locations. But within those sections (Ievels) they could be
> >> completely contiguous and Lara would always be able to cover every
> >> inch repeatedly. Even in Morrowind, you do have 'sections' of a
> >> sort. You have INdoors and OUTdoors, there is a transition from
> >> going inside a home, room or ship etc. There is also fast-travel.
> >> You can get to Solstheim on foot and swimming...but its tedious.
> >> You can also take a ship or even use Mage teleportation. You can't
> >> do that with Tribunal, but you can with Bloodmoon.
> >> One of the first thoughts I had when I started playing in Morrowind
> >> was "This would be a fantastic way to do Tombraider!!!" And Laras
> >> life and world and character means it wouldn't resemble Morrowind at
> >> all.
> >> I don't know anything about the game engine CD is using to build the
> >> game around. I already see some things I don't like. They already
> >> have a good engine that was used with AoD. Doesn't look like
> >> they're using it.
> >> McG.
> >
> > Well, I've never played Morrowind, but I have played Myst. It's a
> > little bit like Morrowind in the sense that you can go anywhere you
> > want, even back the way you came.
>
> Morrowind and Myst are completely different engines. Each area in Myst
> is a self contained worldlet. Four 'ages' to explore, plus 'home'.
> Morrowind is a world composed of 'cells'. On some slower systems there
> is a slight pause or hesitation crossing cell boundaries. It doesn't
> affect anything visually, that's contiguous. You could generate all of
> Egypt with that game engine.

Sounds like some flight sims... as you go along, it eventually loads up
the scenery of the up coming area and you simply continue. The area you
explore (fly over) is limited only by the data on the disks and the number
of disks. If they did that with TR... wow, unlimited exploring! They
could have sold add-on disks for the games, just like extra detailed
scenery disks for the fligh sim. :)

> But, there are loads of spaces that would
> be 'dead' areas, nothing to do but literally walk or run through them.
> You'd want to go where the action is. You naturally head for that.
> It's like that in Morrowind really :)
>
> > In TR, you can only do that to a
> > small extent, you can't go back to a previous level for example. But
> > there really isn't any reason I can think of why not, they just
> > decided to not give
> > us that ability for some reason. Even if they did, once you go
> > through an area, there isn't much else to do except look around.
> > It's the same with Myst, except many of the things you find continue
> > to work. The stuff in TR tends to be one-shot deals.
>
> Right, with their engine, it'd be too easy to break the script. This
> does happen occasionally in Morrowind BTW. But not often. TR is said
> to be "on rails" because of the way it's scripted. It is mostly in at
> one end, exit at the other, adventure and puzzles in between, move to
> the next section of the 'ride'...repeat. In this sense, Laras world has
> always been rather finite. Lots of fun in those levels, but it's still
> A to B to C to D to END.

Instead of a scripted play, it should be more like a simulator. The
engine would simply handle whatever is going on at that particular spot
at that particular time. It looks like it is a kind of simulator already,
but, well, you know what I mean. If the engine doesn't care about anything
except what's there at the moment, all you need is more data on more disks.
Lara's world could have been huge, and not on rails. The more I think
about my add-on disk comment, the more I like it. :)


> >
> > The real challenge for the programmers would be to come up with a way
> > to make it interesting to go through an area again. They made an
> > attempt in TRLR... remember we had to revisit some of the levels?
> > That was the first time they did anything like that. It was OK, but
> > could have been better. It'd be nice to see what they could have come
> > up with after some practice and experience. I hope Crystal Dynamics
> > uses Core's past experience, but I'm not going to hold my breath. At
> > least they said something about returning to TR's roots, so there's
> > hope. But from what little I've heard about the engine, it doesn't
> > exactly sound fantastic. Maybe at least it will run on older
> > machines. 😉
>
> Going by the look of that Flash thing, yep, it will run on older
> systems. I had hoped for more 🙁

Well, not so fast... (no pun intended). A little creativity and
cleaverness will go a long way. The older machines may not be able to
keep up with a 100,000 poly Lara and grotesquely detailed environments,
but there's more to making the game fun and interesting than that. Just
like special effects in movies, they can help a good story, but can't
make up for a bad story.

-- G
 
Archived from groups: alt.games.tombraider (More info?)

Ghost wrote:
>
> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
> news:42644EE7.B41E3DE7@ix.nospam.netcom.com...
> > McGrandpa wrote:
>
> >snip<
>
> > Even if they did, once you go through
> > an area, there isn't much else to do except look around. It's the
> > same
> > with Myst, except many of the things you find continue to work. The
> > stuff in TR tends to be one-shot deals.
>
> Ever did forget or miss an secret? That's one of the best reasons to
> have the ability to backtrack on levels. It's an "non option" to have to
> reload an level to get all secrets, or to have to cheat.
>
> > The real challenge for the programmers would be to come up with a way
> > to
> > make it interesting to go through an area again. They made an attempt
> > in
> > TRLR... remember we had to revisit some of the levels?
>
> There are lot's of games that triggers new NPG's or enemys randomly
> everytime you return to an level. So this shouldn't be rocket sience.

It's not just that... that's easy enough, as you say. The challenge
would be to have other interesting things also be available.

As Lara goes through an area, she tends to change things, like triggering
certain traps that stay triggered, breaking things that simply stay
broken. They could have it so an already visited area has other things
open up that weren't available before. I haven't thought this through
very well, but just off the top of my head... maybe a bolder that rolls
down on Lara's first pass through could have opened up another passage
on her next visit, a short-cut or whatever. Or maybe it rolled over and
broke open a stone seal that had covered a secret map. I'm sure we could
think of a lot of possibilities if we sat down and put some time into it.
Stuff like that would make a relatively small game effectively much bigger.

-- G
 
Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
news:4264C39A.7CF7412B@ix.nospam.netcom.com...
> snip <
>> Morrowind and Myst are completely different engines. Each area in
>> Myst
>> is a self contained worldlet. Four 'ages' to explore, plus 'home'.
>> Morrowind is a world composed of 'cells'. On some slower systems
>> there
>> is a slight pause or hesitation crossing cell boundaries. It doesn't
>> affect anything visually, that's contiguous. You could generate all
>> of
>> Egypt with that game engine.
>
> Sounds like some flight sims... as you go along, it eventually loads
> up
> the scenery of the up coming area and you simply continue. The area
> you
> explore (fly over) is limited only by the data on the disks and the
> number
> of disks. If they did that with TR... wow, unlimited exploring! They
> could have sold add-on disks for the games, just like extra detailed
> scenery disks for the fligh sim. :)

>snip<
> Instead of a scripted play, it should be more like a simulator. The
> engine would simply handle whatever is going on at that particular
> spot
> at that particular time. It looks like it is a kind of simulator
> already,
> but, well, you know what I mean. If the engine doesn't care about
> anything
> except what's there at the moment, all you need is more data on more
> disks.
> Lara's world could have been huge, and not on rails. The more I think
> about my add-on disk comment, the more I like it. :)

That's it. A good game *simulator like* engine (attention I didn't say I
want an simulator!) in an adventure game would be groundbreaking, first
as gaming experience, and second also on the financial side for an game
producer. Do it right the first time, make a great game. And till the
next big technology stepup you use your engine for entire new games or
addons to please the fans. Would shorten the wait for any new
installment, without becoming boring. Fans are happy and
producers/distributors cut production costs.

>snip<
> Well, not so fast... (no pun intended). A little creativity and
> cleaverness will go a long way. The older machines may not be able to
> keep up with a 100,000 poly Lara and grotesquely detailed
> environments,
> but there's more to making the game fun and interesting than that.
> Just
> like special effects in movies, they can help a good story, but can't
> make up for a bad story.

I always would prefere an TR with the grafics of TRLR and another great
storyline, then any ultrarealistic super duper grafics with a poor
story.

An almost always friendly

Ghost






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Archived from groups: alt.games.tombraider (More info?)

"Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel messaggio
news:4264C65A.18554B77@ix.nospam.netcom.com...
> Ghost wrote:
>>
>> "Gary Mitchell" <wb6yru@ix.nospam.netcom.com> ha scritto nel
>> messaggio
>> news:42644EE7.B41E3DE7@ix.nospam.netcom.com...
>> > McGrandpa wrote:
>>
>> >snip<
>>
>> > Even if they did, once you go through
>> > an area, there isn't much else to do except look around. It's the
>> > same
>> > with Myst, except many of the things you find continue to work.
>> > The
>> > stuff in TR tends to be one-shot deals.
>>
>> Ever did forget or miss an secret? That's one of the best reasons to
>> have the ability to backtrack on levels. It's an "non option" to have
>> to
>> reload an level to get all secrets, or to have to cheat.
>>
>> > The real challenge for the programmers would be to come up with a
>> > way
>> > to
>> > make it interesting to go through an area again. They made an
>> > attempt
>> > in
>> > TRLR... remember we had to revisit some of the levels?
>>
>> There are lot's of games that triggers new NPG's or enemys randomly
>> everytime you return to an level. So this shouldn't be rocket sience.
>
> It's not just that... that's easy enough, as you say. The challenge
> would be to have other interesting things also be available.

I have learnt to ask little to get even less ;-)

> As Lara goes through an area, she tends to change things, like
> triggering
> certain traps that stay triggered, breaking things that simply stay
> broken. They could have it so an already visited area has other
> things
> open up that weren't available before. I haven't thought this through
> very well, but just off the top of my head... maybe a bolder that
> rolls
> down on Lara's first pass through could have opened up another passage
> on her next visit, a short-cut or whatever. Or maybe it rolled over
> and
> broke open a stone seal that had covered a secret map. I'm sure we
> could
> think of a lot of possibilities if we sat down and put some time into
> it.
> Stuff like that would make a relatively small game effectively much
> bigger.
>
> -- G
>
Maybe the nice little Dino eggs, wouldn't be eggs anymore 🙂, but lots
of little pesky T-Rexes with an hunger for inprudent adventurers.

Or you have to learn that the T-Rex hold an Tribe of obscure Canibals at
bay, and when you return they like to have Lara on the grill ;-)

What a game that would be: the adventure feel and beauty of the old TR
series (Anicent tombs, lost civilizations, presumably estinct creatures,
beautyfull ambients, traps, boulders, spikes) + Free roaming + Hughe
maps + "an action = reaction concept" + intelligent enemys + randomly
created events and NPC + multiple solutions to achive your goals.

And any x-mas some nice addon. To continue the adventure ......

How many plots we haven't neither touched?
- Finding Eldorado climbing up to Machu Pichu
- The holy gral (From UK to France to Jerusalem)
- Some trip to Vatican city and the Cathedral of Saint Peter (can you
imagine this scenery? The Swiss Guards, the big Cupola with all those
hidden passages?)
- The treasure of Salomon (From the catacombs of Jerusalem to the
Jungles of Sudan)
- The Amber room and other Treasures of the Zar (From Russia to Germany
with an hughe level in the underground - not the tube, the bunkers - of
Berlin)
- The treasure of the templars
- Finding King Arthurs Tomb and Merlins Diary
- A return to Venice to find the secret Formula of the Borgias poison or
maybe DaVincis lost formula to convert lead to gold ........
- Maybe some Alien Twist begining with new findings at Rosewell
- Finding the legendary Elephant cemetery with tons of tusks
- Finding a lost/forgoten world in the center of Dark Africa, to find
an tribe which is resistent to the Marburg virus.
- Some Sci-Fi twist Lara on the Dark side of the moon finding proof of
an anicent culture ;-)
- A return to China to discover secret passages in the big wall leading
to ....... maybe some stocked Dragon eggs.
- A return to Jungles and Temples of India.
and also the nephilhim plot isn't finished.

But if CD cant accomplish that - give us a game at least on par with TR3
or TRLR.

An almost always friendly

Ghost














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