GSC on S.T.A.L.K.E.R. Post-E3 Rumors - briefly
(hx) 06:24 PM CEST - Jun,08 2006
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Game World has a post up responding to post-E3 rumors (thanks
BluesNews) about
S.T.A.L.K.E.R.- Shadow of
Chernobyl, the frequently delayed first-person shooter. It's actually fairly
interesting reading, the post denies that the game's signature A-Life AI and the
requirement that characters must eat have been removed, while confirming that
voluntary sleep has been removed and that use of vehicles in the game has been
limited.
Rumour 1. S.T.A.L.K.E.R. had been turned into corridor-like scripted
shooter, while A-Life was removed.
Yes. After playing Serious Sam 2 we decided - "why should we bother implementing
that A-Life" - let's add more gore and 'stiff' scripts as the player moves
alongside the 'corridor'.
Just kidding. Still though, flicking through forum posts and secret
'specialists' "knowing what's happening with S.T.A.L.K.E.R." our optimism
subsides - such statements can make any fan frown. On one hand it's pleasing to
see such "no-staying-away" attitude, however on the other one, it's tiresome.
Reacting to every such rumor means wasting valuable time. So.
This rumour is totally wrong.
Indeed, one of the initial S.T.A.L.K.E.R. concepts was a fully life
simulation-driven gameplay with unobtrusive storyline. However with the very
first tests it got obvious that such game can only be good in theory. Sooner
or later the players were lost in the events happening around, they found
the links in-between the quests vague and… 'what shall I do next' question marks
raised. Creating an uncomfortable play-through and confuse the player
traditionally accustomed to being 'led' is clearly not the best goal to
achieve. That is why it was decided to shift the focus during the first
playthrough primarily towards storyline, placed, as previously, within the
A-life world. How does it work. We created complex "above A-Life" scripted
superstructures, A-Life scripts, aka "Gulags" (Hereinafter - Gulags). Gulags are
able to control NPC/monsters within the local space of a level. For example - a
stalker camp. Gulag can 'drag' stalkers out of A-Life, designate each a role:
'you are in charge of the camp, you are a guard, you are playing guitar at
campfire, you are a storyteller, and you will be merely sitting at bonfire
silently guzzling vodka' and so on. Following that Gulag sends on 'errands' in
accordance to priorities for this place. Should the camp participants be
eliminated Gulag will first redistribute the errands, and in case of drastic
lack of participants it will return to seeking stalkers/monsters passing by in
A-Life to form a new camp, a lair etc (it may be another grouping, another
mechanism of work). The initial population of storyline Gulags is planned in
advance, the non-story one (monster lairs, ambushes, hostile grouping skirmishes
etc) is A-Life-driven.
Once a story quest (Gulag) has been accomplished, the place is filled by
A-Life, while the survivors of the story quest either remain under the Gulag or
quit into the A-Life. The player, while playing through the game and
accomplishing story quests, releases more and more space for the purely A-Life
content. I.e. ever greater part of the game becomes fully A-Life-driven. Return
to any location complete a couple hours earlier to discover that the content is
new there. And also different for each player. And.. a New game to play.
So, attention! All the advantages of A-Life game world and the gameplay have
been preserved. You will still be able to observe the world living and breathing
around, accomplish random quests. Stalkers accomplish tasks of their own and
(similarly to monsters) move around levels. Leaving one level and returning
there later the player will find new content, new events and naturally, will be
able to participate in those.
Key change is that under the initial advancement through the game the focus
is on the story (player-friendly) content. By the time the player will
'understand' the laws of the game (and the game is anything but simple), and
will get a 'feel' of it the A-Life will run full-throttle.
Change 2 - Is it possible, still, for another stalker to solve the puzzle
of the Zone? - No. We tried and it makes the player totally confused. He's
been doing everything as proper, but suddenly everything ends. It stumps him to
try figuring out where he made a mistake, and hence, loading an old Save file is
not an option. Simply because it (mistake) may not have been made, it was due to
one of the stalkers gaining a winning card in the simplified 'off-line'
calculations of A-Life. In other words, the feature turn out absolutely
non-playable. Putting it there for the sake of just having it to later find
irritation of the players would be silly to do. Our goal is to have the player
enjoy the game. All in all, he has been waiting it for so long. Full stop.
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