Uzique wrote:
aren't pacing and level design inextricably linked? the only way to 'pace' a linear level is to insert lots of artificial cutscenes and bullshit. a lot of pacing and a game's lifespan must, surely, come from the boring slow walking parts involved in navigating a map. even half life 2 had that, to a degree... lots of walking around urban scapes in the beginning and stuff, just to set up an atmosphere and prep the storyline. fast forward a few years to crysis 2 and the storyline and setting of the game are relayed to you via your in-suit earphones whilst you're blasting your way through waves of soldiers... soldiers you have no fucking clue about, nor any real care for.
a fair bit of Crysis 1's gametime was spent just walking/running/driving about, it wasn't particularly fun and didn't further the story.
I think you are also creating some sort of imaginary super awesome best at everything fps in your mind, because I can't remember an FPS from the last 5-6 years that wasn't Linear and full of cutscene fluff, some of the mostly highly held FPSes of the last decade like COD and MoH are the most incredibly linear and fluff filled ever produced.
Last edited by jmsprovan (2011-03-27 16:29:11)