TalkingFlower

@TalkingFlower@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

TalkingFlower,

He cites a lot of Immersive Sim level design, Minecraft does not have that sort of detail; it merely provides a block-by-block construction system with some rudimentary decoration, it’s not gonna achieve his design requirement.

TalkingFlower,

“This, it should be stated, was not the objective of Sluda’s build. But it nonetheless made me think about what I deem important in virtual architecture and level design more broadly. My favourite games are always those that give me a complex, natty 3D space to unpick, like Dishonored 2’s Stilton Manor, Hitman’s Sapienza, and Thief: Deadly Shadows’ Shalebridge Cradle. But playing Sluda’s map made me realise these levels are more than just environmentally challenging sequences of rooms and corridors. They say something about the people who lived in those spaces, exuding their virtual history from their grimy walls, spooky attics, and beautifully recreated gelato shops.”

Yeah, but…

Minecraft will never achieve the writer’s design requirement; immersive sim level design philosophy is where he is aiming, where highly environmental detail for storytelling and possibly some competent AI, both hostile and friendly, to support the immersion.

MC is just a block-by-block construction, competent with building form, and it offers some simple decoration, and no more; I can’t see how it is a fair comparison.

TalkingFlower,

Let’s hope that he is doing open-world exploration right this time, instead of implementing a bunch of disjointed mechanics without a purpose to artificially lengthen the life of the game as a “sandbox”.

TalkingFlower,

Sentinals have wiped them out and destroyed every trace of old civilisation.

Then again, it’s just an excuse; having them does not solve the issue. Most devs these days will prefer procedural generation with handcrafted POI on top, but having the player spend time on them is the issue, because HG are terrible at creating POIs with lore.

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