tag:blogger.com,1999:blog-11758224.post1563042062899549759..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: IP RangeCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-11758224.post-74750151332508658212008-03-05T14:32:00.000-08:002008-03-05T14:32:00.000-08:00It's certainly possible to "shore up" the "loosene...It's certainly possible to "shore up" the "looseness", but it's the same general principle as fort design. The more gates, the less defensible the fortress.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-34047105340257178822008-03-05T14:02:00.000-08:002008-03-05T14:02:00.000-08:00Do you think it's possible to build such a flexibl...Do you think it's possible to build such a flexible IP without significant expense? I'll need to think about this more, I'm sure you could tailor something around the strengths and limitations of a certain kind of procedural content sytem and/or AI, for instance.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-39383457089602691452008-03-05T13:33:00.000-08:002008-03-05T13:33:00.000-08:00Ok, I see what direction you were going with that ...Ok, I see what direction you were going with that now. Interesting stuff!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11758224.post-90780278120395145872008-03-05T10:36:00.000-08:002008-03-05T10:36:00.000-08:00FPS games are unique among 3D games because they h...FPS games are unique among 3D games because they have a specific camera angle that is linked in a very specific way to the player's avatar.<BR/><BR/>This makes FPS games very good at being closely linked to the viewpoint <I>of</I> the avatar, rather than view <I>at</I> the avatar.<BR/><BR/>Which means you can explore themes based around <I>perception</I>. What you see, what you hear, and how that happens. For example:<BR/><BR/>Insanity and hallucination.<BR/>Vertigo and relative sizes.<BR/>Skill overlays.<BR/>Modified perception (Predator view modes).<BR/>The social result of looking at things.<BR/><BR/>While these can be explored using other kinds of interfaces, they aren't as tight as a first person game...<BR/><BR/>And I'm sure there are other themes I'm missing.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-58399421590994434812008-03-05T10:18:00.000-08:002008-03-05T10:18:00.000-08:00You draw an interesting parallel. What other them...You draw an interesting parallel. What other themes do you see FPS engines as being good at exploring that they currently are not?Anonymousnoreply@blogger.com