▲ | LarsDu88 10 hours ago | |||||||
I guess the thing about rapid change is... it's hard to imagine what kind of games would exist in a DOOMless world in an alternate 1995. The first 3d console games started to come out that year, like Rayman. Star Wars Dark Forces with its own custom 3d engine also came out. Of course Dark Forces was, however, an overt clone of DOOM. It's a bit ironic, but I think the gameplay innovation of DOOM tends to hold up more than the actual technical innovation. Things like BSP for level partitioning have slowly been phased out of game engines, we have ample floating point compute power and hardware acceleration ow, but even developers of the more recent DOOM games have started to realize that they should return to the original formula of "blast zombies in the face at high speed, and keep plot as window dressing" | ||||||||
▲ | HKH2 3 hours ago | parent | next [-] | |||||||
> but even developers of the more recent DOOM games have started to realize that they should return to the original formula of "blast zombies in the face at high speed, and keep plot as window dressing" There's still a lot of chatter breaking the continuity. In the original, the plot was entirely made up of what you were experiencing directly. | ||||||||
▲ | xh-dude 8 hours ago | parent | prev | next [-] | |||||||
Sort of in the middle, id games always felt tight. The engines were immersive not only because of graphics, but basic i/o was excellent. | ||||||||
▲ | Narishma 6 hours ago | parent | prev [-] | |||||||
> The first 3d console games started to come out that year, like Rayman. Rayman was a 2D game. | ||||||||
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