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another debate on story telling in shooter games

  • Izuno
  • April 2, 2004 at 9:39 PM
  • Ewok
    • April 7, 2004 at 9:51 PM
    • #21

    Yeah, I realized that, and because you're Duffy probably alot sooner than you did too. Well because your dumb. The one sound sounds exactly like a Ster-Aug.

    BTW, Izuno I said that once before. When talking to NPC's sound would be good. In-game cut scene ya know it. So far it's the best neutral option that will probably make everyone happy.

    - Ewok

  • Izuno
    • April 7, 2004 at 11:20 PM
    • #22
    Quote from DUFFY

    am i the only one that doesnt realize the stalker leak had counterstrike sounds?AWWWWWW SNAP

    yes i noticed that the first time i saw stalker at the office, which was over a year ago. you have to realize that (1) the GSC doods are all hardcore CS/UTk2/UT2k4/DoD/Wolf:ET etc players, so they paid homage to one of their all time favorites by ripping the sounds for placeholders in their game and (2) in Ukraine, they don't pay attention to copyright until Americans get involved. gg

  • zaphod
    • April 8, 2004 at 4:35 AM
    • #23

    you might also consider that counterstike didn't go record all original sounds for thier weapons.

  • The_Postman
    Guest
    • April 8, 2004 at 6:02 PM
    • #24

    How curious a notion Zaphod, my lord, one would imagine they might've simply found sounds that suited their purpose or used sounds that came from pre-packaged sound disks.

  • zaphod
    • April 8, 2004 at 7:46 PM
    • #25

    indeed, it may be within the realm of possibility.

  • Zazi
    • April 8, 2004 at 8:51 PM
    • #26

    One problem that might occurr, Izuno, is if you freeze the player, but not the view, they may not pay attention as to what is going on. Take KOTR, for example. During dialogue the player cannot move or look around. In fact, the view is barred off(like what you'd find by watching a widescreen movie on a tv) and you get to choose your dialogue. KOTR did dialogue VERY nicely, and it affected the outcome of the game. If you implemented something like that in whatever game you're working on, it would definately be to your advantage. Overall, if you have SOME player interaction in the dialogues(eg. kill the guy you're talking to or something), and control the player in such a way(like freezing him, third person dialogue, etc.), then you'll have a winner.

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