Future Ns:
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Will it always be so.. "child friendly"?</div> I love NS. I'm sure we all do. We love the basic premise, past or present versions, what have you. Its a great game. But one question continues to sit in the back of my head and nag me like a grandma who needs her daily dose of cloroform:
Will NS always remain gore, blood, and "horror" free?
Present NS, you're not allowd to put dead marines in any maps you make, no blood, etc. Nothing to make you somewhat aprehensive about entering that hiveroom, it must all be <i>pure sci-fi atmosphere.</i> With the comming of an obvious port to source, will there be more? Ragdoll physics themselves are very violent at the right times, the entry and exit wounds. Will the game get more than a teen rating the next time around? I know its not nessarry to put blood, or dead marines in a map at all, we can, <i>and have</i> made the game what it is today without any of that. But I certainly wouldnt mind any horror aspects mixed in lightly.
Anyone else's opinion?
Will NS always remain gore, blood, and "horror" free?
Present NS, you're not allowd to put dead marines in any maps you make, no blood, etc. Nothing to make you somewhat aprehensive about entering that hiveroom, it must all be <i>pure sci-fi atmosphere.</i> With the comming of an obvious port to source, will there be more? Ragdoll physics themselves are very violent at the right times, the entry and exit wounds. Will the game get more than a teen rating the next time around? I know its not nessarry to put blood, or dead marines in a map at all, we can, <i>and have</i> made the game what it is today without any of that. But I certainly wouldnt mind any horror aspects mixed in lightly.
Anyone else's opinion?
Comments
Well, I don´t think we really need blood in NS. Sure, it would be more realistic, when the skulk could actually bite your leg off, but NS isn´t a realistic game.
But bullet holes in the Onos model would be nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, but not necessari.
It´s all up to Flayra, but I hope he won´t make the games around the NS universe so bloody.
It´s really odd here in Germany when it comes to gore in games.
There's no need for a gross-out factor for a game to be played by mature individuals. And the lack thereof opens it to a wider audience of players... looking at it realistically, the tiny subset who enjoy huge bloodsprays and graphically killed individuals is tiny. The number of parents who don't want their kids watching that kind of thing is pretty large. I mean, exactly how many fourteen year olds are allowed to play Manhunt? Now compare that against those playing NS, or CS.
As for horror-themed maps.. the mapping guidelines are for maps to be considered for official inclusion. third-party maps can do whatever the hell they want. They'll just stay as third-party maps.
Say that nanites and bacterium absorb it before it hits the walls or whatever. Or even more creative, the bullets are actually a method to deliver a concentrated dose of nanites to the bacterium that makes up the alien. As such, there's no "wound" per-se, just the alien gets weaker because its bacterium is being increasingly taken over by nanites.
Same deal with marine wounds.. aliens aren't biting in so much as applying concentrated bacterium to the nanite protective layering that covers the marines. As this layering is removed, the hostile conditions of the station take over and the marine dies from bacterium infestation.
I hope there is an option to disable them, lots of people like 100 fps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
anyways, couldnt any extra gore be an option? it could even be an option when installing the game, so the player has a choice
Clanners might have to adjust <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
one other thing, cs:s has this problem were the max updaterate/cmdrate a player can recieve is 34/s even if you set them to 101.
like come on thats 56k rates :/
if ns goes source, i hope it doesnt have this problem, it stops me from enjoying cs:s, as i get 80 - 90 fps yet it doesnt feel smooth because of the low updaterate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Wait, you're going to deprive the blood-hungry players from their daily dosis of gore, just for getting that extra piece of community (Which in all honestly, I couldn't give a ratts **** about, I mean come on, fourteen yearolds...)?
Not to mention some gore would add to the atmosphere NS is trying to create (Or at least was aiming for in the NS 1.x versions, by the looks of things the NS team has deviated from this goal...).
So, instead of alienating your semi-mentally ill players, how's about a parental-lock for the younger players amongst us? And let the rest enjoy their gore-fest.
[EDIT]
Oh, and ragdolls is a pointless feature which DEVOURS CPU cycles. Make them OPTIONAL.
Additional blood effects like those seen in hl2 would be cool though. Still think it should be an option, defaulting to "little/no blood", which would be like current NS without the stains on the walls.
Bullet holes would could also be considered "small scale damage" and slowly fade away from existance as the nanites patch up the hole the impact made. However, ragdolls and larger objects would probably be too complex or simply too difficult to clean up, so they'd stay there. So if a mapper put some ragdolls in, i'd be fine with that.
A Heavy Armor or Onos ragdoll floating in a pool of molten metal (with the onos on fire, possibly) would be a excellent way to illustrate that "step here and die!" point of such enviromental hazards. As well, ragdolls with skins that show that it's colonized by bacterium (green/yellow ooze type splotches) or nanites (gray/silver reflective, rough fabric textured patches) can illustrate that fighting has been going on for a while. And i think EVERYONE wants to see a skulk floating outside the space-station's forward-port window. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
cl_ragdoll_physics_enable 0.
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I'm not pushing for tons of gore. I'm not asking for anything of that type. I'm asking for when a corpse flies up against a wall, it at least makes a little blood spat. Heaven forbid a player thats seen alien green blood sees it in a different shade. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
cl_ragdoll_physics_enable 0.
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
D'oh!
Anyways, the other comments made no sense either, since they're optional already...
Anyways, the other comments made no sense either, since they're optional already... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They are, only because in CS:S and HL2:DM they don't influence the gameplay. An onos ragdoll might however, in NS:S. Hence it should be contemplated by the dev team.
I love scary atmospheres. I enjoy a good 'oh crap' moment. I want to see more of each in NS, and I'm open towards a lot of things - ragdolls, screen jarring, atmospheric vision modes, what have you - to support this atmosphere as long as they don't frustrate players. But as long as I have a managing position in this team, you won't see any significant amount of gore or blood in NS. Hear me out.
I'll happily admit that I enjoy the ultra-violent aesthetics of, as an example, the Warhammer games, but they are not what we are striving for. The word I'd like to have associated with NS is 'creepy', as in 'creeping under your skin', and in that context, excess blood is nothing but a cop out. It's difficult, yet effective, to 'shoddy a room up', to add grime, to add dirt, to add dripping water; you got it. It's easy and cliché to make it look as though someone used their innards for finger painting in there. Gibs and the rest are, quite frankly, simply bad taste. The fact that they are a FPS tradition doesn't change this.
Aside from these purely aesthetic consideration is the whole demographic thing. Again, I count myself among those who enjoy a little blood on occasion, but there is a very specific subgroup of players attracted by gruesome death that I just don't want to have associated with my game. Sounds harsh, is harsh, but it's the truth. The sub-demographic in question happens to consist of obnoxious little brats convinced that vulgarism equals maturity, and they are quite simply bad for business - observe the join/drop-statistics of a server after one of the more vocal members of this group joined. If it takes a firm stance on the question of blood to keep them out and thus a lot of decent players in, then so be it.
As for bhopping, we said it before, we'll say it again, it won't survive the port to another engine. Neither will wallstrafing and all the rest. There are better, intrinsic ways of getting balance and skill into the game - we'll go that way.
Anyways, the other comments made no sense either, since they're optional already... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They are, only because in CS:S and HL2:DM they don't influence the gameplay. An onos ragdoll might however, in NS:S. Hence it should be contemplated by the dev team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Dear god, I'm having a horrible day, lol.
Anyways, I understand other units going through an onos might look funny, and NS can't leave bodies in there all the time, since there's respawning and all... I'm sure there'll be a nice way to solve this (desintegrating effect or whatever)...
Onto the gore topic.
I agree with your post entirely, Nem0. I'm just wondering if maybe future NS versions will ease up on the current "no blood" policy. I'm not one to mind gibs at all, but I dont think they are a must either. After seeing a marine go one on one with a skulk and almost lose, I'd like to see him battered and bruised, showing off the engine's new abilities but looking good at the same time. It by all means doesnt need to be gorey, just a couple bite wounds where he got hit would be enough for me.
I guess what I'm aiming for would be the current HL2: DM style of things. Theres no gore, and not an abundence of blood flying everywhere, but its still there.
Slow moving and paced Marines, against incredibly fast and incredibly viscious enemies(in our case, aliens), who will do anything- from spraying your juices all over the walls to letting your organs spill out of your now-open ribcage.
I don't like gore, but it'd be a awesome setting.
Also i wouldn't mind seeing maybe a blood splatter on the wall when a marine gets hurt near a wall (or even a floor i guess?)
if going to source ragdolls are a big thing and would add a lot of fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I agree with other people that excessive blood and guts is not necessary and might turn people off, but a little blood wouldn't be so bad.
and NO GIBS, their pointless and cheap looking.
I agree with having certain times for having bodies disppear.. Ex)
Skulks = 2-3 seconds
Gorge = 4 seconds
Lerks = 4-5 seconds
Fade = 7 seconds
Onos = 12 seconds (Just because it'd be rare and with the ragdoll would look cool slumping in a hallway like somebody else said <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
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edit:: Its also why ragdolls could never actually block your movement down a hallway, they are different for every player because of how complex all the calculations are. You could put a person in the same instance, getting hit by the same amount of force in the same area, and he probably would end up in two different positions on two different PCs.