![]() ![]() To really provide the player with the best possible experience, we felt we had to respect the historical context we set our game in, especially given the still contentious nature of the events and the period of time in which they happened. Story, of course, comprises characters, setting, and conflict-and Men of Valor has plenty of all three. Men of Valor is very much a story-driven game. A story's ability to engage and hold its audience, regardless of the story's medium, allows developers to enhance gameplay moments by bringing in whole ranges of emotions to make the basic point-and-shoot play mechanic that much more powerful. A good story can not only distract from a game's potential flaws but also it can complement and highlight the gameplay that the developer wants the player to remember. While "thinking man's" shooters, like Thief, may have turned that paradigm on its head (to some extent), when you come right down to it, getting Thief's Garrett to nock his water arrows to shoot out torches takes the same skill set as and provides a similar payoff to blasting aliens' brains out of the back of their heads with Duke's boomstick.Īs the shooter genre matured towards its present incarnation, a game's story became more and more important to its overall success and playability. Whether the first FPS you ever played was Doom, Quake, Marathon (if you're of the Mac persuasion), GoldenEye, or even Halo, the basic play-mechanic of point-and-shoot games has remained essentially the same. The Story's The Thing By Peter Marks Level Designer, 2015įor most people, the first-person shooter is about placing one's targeting reticle over the desired target and pressing the fire key. Men of Valor is about the men of the big green machine itself-the US Marine Corps. In this edition of our designer diaries, Peter Marks, a level designer for developer 2015, explains how the developer balanced the storytelling needs of the game with reality in this intense, upcoming first-person shooter. When that historical event is one as controversial as the Vietnam War, the job is even trickier. Designing a game based on a historical event can be a tricky task, because you have to worry about adhering to the facts-or at least adhering as closely as possible to the facts-as they happened.
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