Already was in 1942.
Crysis 1 does this too. It drives me nuts.Enemy Territory had a noise that would play when you'd get a hit. I think you could pick what noise too. I remember a sheep noise being available? lol Anyway, wasn't ET before BF1942 even?
Enemy Territory had a noise that would play when you'd get a hit. I think you could pick what noise too. I remember a sheep noise being available? lol Anyway, wasn't ET before BF1942 even?
I believe they might have, but that's beside the point, since showing only SP footage is still a strong indication in my book that the MP part is just not as far along in its development.
I don't know... maybe they have some other reasoning for showing only SP footage. Actually, hopefully they do...
YouTube - Battlefield 3 - Fault Line "Get That Wire Cut" Analysis
@4m33 He mentions Red Orchestra 2 (winding up for bipod use in FPS games)
Comon Tripwire, release an awesome gameplay video for us, so this guy can do the voice over haha
Nice video. It's cool how they even mentioned RO2 along side mainstream titles like BF3 and CoD, showing that RO2 is getting some good attention.YouTube - Battlefield 3 - Fault Line "Get That Wire Cut" Analysis
@4m33 He mentions Red Orchestra 2 (winding up for bipod use in FPS games)
Comon Tripwire, release an awesome gameplay video for us, so this guy can do the voice over haha
Battlefield 3's exec producer Patrick Bach has described sandbox games as largely "hardcore, boring, hard to get into and not very popular." Ouch.
The EA man told Edge that his team has demonstrated its ability to create open world games in the past but, logistical problems (and, apparently, a certain development philosophy) have meant that Battlefield 3 will be a much more scripted, linear affair.
"I don't see it as an absolute goal for all games to be sandbox games. We've been building sandbox games for quite some time and we've got pretty good at it, but I don't see that as the only way of building games, because then we wouldn't build campaigns at all," he told Edge.
"In some cases they aren't, but in most cases sandbox games are hardcore, boring, hard to get into and they are not very popular.
"Just the fact that the environment can change dynamically creates a huge challenge for us when it comes to AI," he explained.
"[It] puts a lot of challenges to our AI code when it comes to finding new cover, reacting to the fact that it has disappeared, moving and flanking based on the new situation."
Indeed, this philosophy is a firm step BACKWARDS from innovation -- not forwards.DICE: Most sandbox games are 'boring and not very popular'
http://www.computerandvideogames.co...andbox-games-are-boring-and-not-very-popular/
So, since they can't be bothered to design a decent AI that can manage more than walking down scripted paths, they declare more open games as "too hardcore"? Nice one DICE, real nice.
But deploying a weapon on the environment is innovation, and so is an earthquake, no one's done an earthquake in a game before. Besides, if you do much new stuff then people might get scared, or worse, be challenged a little, a new key might be a little tough to learn.
Yeah, this is just sad.Heaven for bid we try to innovate in a AAA title rather than just appealing to the masses in the most safe way possible. That's just the way it is for AAA multi-platform shooters right now.
The innovation is and probably will always be with Indy developers. Unfortunately they tend to lack big enough budgets most of the time.