Global Combat
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I put together a prototype for an online multiplayer FPS game which revolves around real world factions and divisions.
Obviously everything would look a lot better with dedicated talent, but the main idea behind it was to have a game where players align to their real world alliances and do battle against their real world enemies.
I don't know if anything will come of it, its just something I wanted to put out there as I worked on it in my spare time.
My main question is, and trolling aside, do you like the idea of playing a game where your team mates are people you are aligned with in the real world on big world issues and your opposition are people who you dislike?
And of course it would have FFA type things too, but it makes more sense as a team game.
It really daunting looking at the visual quality of games like BF6, but its 400 million dollar game with about 6,000 staff.
I'm personally bored of so many games these days, so I wanted to bypass legacy rulesets for how games are made.
Arbitrary teams and factions etc, that don't really mean much, and bring in low level emotions and then build a game around that.
Obviously everything would look a lot better with dedicated talent, but the main idea behind it was to have a game where players align to their real world alliances and do battle against their real world enemies.
I don't know if anything will come of it, its just something I wanted to put out there as I worked on it in my spare time.
My main question is, and trolling aside, do you like the idea of playing a game where your team mates are people you are aligned with in the real world on big world issues and your opposition are people who you dislike?
And of course it would have FFA type things too, but it makes more sense as a team game.
It really daunting looking at the visual quality of games like BF6, but its 400 million dollar game with about 6,000 staff.
I'm personally bored of so many games these days, so I wanted to bypass legacy rulesets for how games are made.
Arbitrary teams and factions etc, that don't really mean much, and bring in low level emotions and then build a game around that.
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he has unbanned people when i've asked nicely, after the extremely infamous person banned was convincingly apologetic and promised to not misbehave ever again (he misbehaved again, and got banned again, and i didn't ever ask again on his behalf [it was a bit of an experiment for me to see what would happen]).
he sat in on an interview for esr in 2010.
he gave me premium keys for quakelive back when i was planning a tournament for esr that, unfortunately, fell through due to some interesting behind-the-scenes admin drama involving a couple of well-known personalities in the general quake community.
he has always been respectful and nice in conversations with me, even though i call him stinkhair and mock quake players in general; even though i've been banned from the quake live irc channel more times than i can recall for such dastardly deeds as mocking death, abusing white-knight players like picklelover13, and generally playing the role of internet bastard in moments of extreme boredom.
i get the sense that many esr users don't empathize with his position, or feel as though they have better answers to what they propose are problems for quake, or something along those lines. i get the impression that these people are the kinds of people who, like anxious small dogs, invent problems in order to have something to pay attention to other than the soul-sucking loneliness they feel when their owners leave their site for more than a few minutes.
i have a lot of love for syncerror, and for id software, even if it is fun to make fun of people, and even if my sense of humor is crass and objectionable. i want the new quake champions to be a great success, celebrated the same way the recent doom was, for a great integration of modern convenience and classical punishment.