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S.T.A.L.K.E.R. - GSC on the current Situation - briefly|
| (hx) 09:12 PM CEST - Sep,16 2005 | Through
Oblivion-Lost.com Andrew Prokhorov, project lead and lead designer of
S.T.A.L.K.E.R.: Shadow of Chernobyl,
explains the current situation of the project to the fans who had been
complaining to hear from the developers for months.
Where do we stand?
As of today we are working on the game's storyline. After conclusively
play-testing the first version, we came to the conclusion that the result was
below-par and didn't live up to our own expectations and high standards. As a
result we undertook a broad review of the story and key design areas of the
game, looking particularly at the interaction of the plot with the life
simulation.
Once key areas were identified we were able to work on filling out the content
of the game world and being the process of polishing and balancing. At the same
time, we are working hard to refine the AI, life simulation, the PDA
interactivity, bug fixing and optimising the game to run on lower-spec machines.
The 'eye candy' is also getting a major overhaul...
What has been achieved to-date and what remains to be done?
Now that the game components have been put together we are pleased to be able to
say that we have some thrilling gameplay - the key thing! Once we acknowledged
that the project was going to deliver a first person title quite unlike any
other, we were able to look towards refining and balancing the gameplay. On top
of that we are continuing to receive great support and feedback from our
Publisher, and we've been able to use their extensive knowledge and familiarity
with the market to ensure that we have a truly unique and compelling gameplay
experience.
The game itself is different from anything else out there, in particularly the
life simulation and open-world gameplay mechanics. This has proven to be very
time-consuming to polish and debug - a major headache for us! We especially
wanted newbies to be able to pick up and play the game, meaning that
accessibility became paramount in the design. While we have been able to retain
the depth and feel of the game, we feel that by making maximum use of the
in-game PDA, we will be able to ensure that at no point do people feel that they
are lost or directionless.
We have also continued to work on the AI in the game and we're particularly
happy with the way our stalkers react to one another and to other stalkers;
while they're certainly challenging to attack, they don't actually "cheat", but
react according to their situation and make decisions depending on the player's
actions. Once you understand that the underlying AI reflects true-life
situations then the combat becomes all the more engaging, realising that a
simple mistake could be the end of you brings a real intensity to the action! We
have also been working hard to make sure that the life of the other AI stalkers
in the game is just as engaging as your own; they talk, tell jokes, drink,
sleep, etc. The community has been particularly useful in this context; fans
have contributed to all the jokes and stories that the stalkers tell while
relaxing around a campfire.
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last 10 comments: | Nosferatu | (08:55 AM CEST - Sep,17 2005 ) | | The title was too ambitious and grand in all meanings, I didn't expect nothing else. Take all the time you need, just give us something real special in the end! | |
| v1m | (01:49 PM CEST - Sep,18 2005 ) | | Agreed. There's no hurry--plenty of crap to play in the meantime. ;-) However, I think we can read between the lines here. GSC is under pressure from its publisher. That's the meaning of this line: "On top of that we are continuing to receive great support and feedback from our Publisher, and we've been able to use their extensive knowledge and familiarity with the market to ensure that we have a truly unique and compelling gameplay experience." | |
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