If you were the lead developer on doom 3 bfg what would you

Post » Fri Nov 16, 2012 5:56 am

The 6.8gb I thought was the limit for older xbox 360 discs and was changed later to 7.8gb. I only worked on 360 arcade stuff so we never had to worry about dvd distribution but it is mentioned here: http://en.wikipedia.org/wiki/Xbox_360_hardware

That's assuming the stuff they took out didn't have art assets in other places in the map. I.e. if they had a texture used in that scene that was in a different place you wouldn't save any space.

As for the size limit on 360 DVDs: You're right. That was changed with an update sometime last year as far as i recall.
But astonishingly, very few games go beyond that old limit.
In fact, the only game i played recently that actually reaches the new limit is Resident Evil 6 with 7.7GB.
I can't tell though for how long Doom3 BFG was in the works and if they might have taken that old limit into account.
I'm a pc programmer working with DirectX and have no info on 360 aside from the XNA doc they included in the latest pc SDK.
Insider info on how and when that change from 6.8 GB to 7.8 Gb was communicated to the developers and if this brought additional developing or licensing costs with it would be helpful.

But here's a link to an interview with Tim Willits on Doom3 BFG including some interisting remarks about "taking out frustrating moments in the game", the censoring of the Wolfenstein secret maps "which nobody will miss" and that they had a "good relationship with the USK on what's ok and what's not".
The USK is the german ratings board... :biggrin:

http://spong.com/feature/10110762/Interview-id-Software-on-Doom-3-BFG

The maps and map parts that were cut from ROE had, as far as i remember, no unique texturing or models so space requirements would be low.
At least one multiplayermap from ROE is also missing.
I forgot the name (pc version currently not installed), but it was a hell themed design and was quite large and performance heavy.
In fact it was the only multiplayer map in ROE which had larger frameratedrops below 60 fps on my system.
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jessica breen
 
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Post » Fri Nov 16, 2012 2:28 pm

From the above article

The reason behind these changes were... we pushed it more towards an action-oriented game than go all-out on survival horror. Although Doom 3 was never really a horror game, a lot of the time you had no ammo and you ended up having to hit enemies with your fl

Case and point for those of you that were thinking it was supposed to be a horror game. I will agree with there tech being as dark as it was, it SHOULD have been a horror game but it wasn't supposed to be. The reason why they added more ammo(that you guys are [censored]ing over) is they wanted Doom 3 to feel LESS like a horror game. I personally agree, with the tech they had, and with there lightning, mixed with the leaked alpha of d3 from ATI, it gave off the impressions of a half-assed horror game, but on the design side it wasn't supposed to be.

I can't find where he mentioned taking out the ROE stuff only were they took out the wolfenstein nazi references and we knew that already :smile:.
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JESSE
 
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Post » Thu Nov 15, 2012 11:11 pm

But here's a link to an interview with Tim Willits on Doom3 BFG including some interisting remarks about "taking out frustrating moments in the game"
Yes, I've read that, and it still only goes to show Tim Willits' opinion, and most likely due to his lack of skill. There are no "frustrating moments" I can recall, and I've beat the game many times, and am actually currently doing a playthrough with Wulfens' textures version 2.
The reason behind these changes were... we pushed it more towards an action-oriented game than go all-out on survival horror. Although Doom 3 was never really a horror game, a lot of the time you had no ammo and you ended up having to hit enemies with your fl
I never ran out of ammo, in fact I still don't with endless added monsters through the SIkkmod. I have never had to resort to my flashlight at a weapon. Again, Tim Willits just being Tim Willits.
Doom3 was horror. It wasn't a survival horror, that's pretty clear, because survival horror does force you to be low on ammo and such.

Doom3 was never short on ammo. It was wrong to add tons more ammo without good reason. Doom3 is a horror game in play and design as well, horror and survival horror aren't the same. Believe me, I can record plenty of parts in Doom3 where they obviously intended horror.

Really, when it comes to Willits now I'd have trouble believing him. The more I see him in interviews the more you can see he just talks to talk and try to make id sound amazing, and he's too damn proud to tell about their mistakes.
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Kayleigh Mcneil
 
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Post » Fri Nov 16, 2012 12:32 am

The reason why they added more ammo(that you guys are [censored]ing over) is they wanted Doom 3 to feel LESS like a horror game.

For hopefully the last time.

There was already too much ammo in the original. That excuse doesn't wash.
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Lil Miss
 
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Post » Fri Nov 16, 2012 7:32 am

Some areas have been simplified (3rd artefact Boss -&--#62; lower section is missing), gameplay modified (toxic area section-&--#62; no air canisters needed, helmet animation sequence cut), effects removed (Delta Labs unknown -&--#62; no permanent switching/flashing between hell and real world and areas completely cut (Hell -&--#62; heavy action sequence after entering the teleporter, stage with blue fog/background).

How removal of 3d artifact boss lower section, wich was full of corpses and health, makes that fight any easier?? Where's logic?
Delta labs effects was cool, BUT NO AREAS HAVE BEEN CUT!
Hell part was awesome....but RoE hell itself svcks ass in comparison with LM HELL! So let's just forgive that RoE moment))
So that the only thing that makes me sad is the toxic tunnel..... at least they didn't touch enemies and level itself.
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sexy zara
 
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Post » Fri Nov 16, 2012 1:31 pm

I can't find where he mentioned taking out the ROE stuff only were they took out the wolfenstein nazi references and we knew that already :smile:.

That's why i pointed the finger on his comment they had a good relationship with the USK and added a smily to that.
ROE was never released here in germany before and put on our index blacklist for some inappropriate content.
Having a good relationship with our ratings board means they told them what to adjust or better: cut...
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c.o.s.m.o
 
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Post » Thu Nov 15, 2012 11:54 pm

Yes, I've read that, and it still only goes to show Tim Willits' opinion, and most likely due to his lack of skill. There are no "frustrating moments" I can recall, and I've beat the game many times, and am actually currently doing a playthrough with Wulfens' textures version 2.

I found no frustrating moments either.
But when thinking of ROE, the heavy action sequence in Hell after going through the teleporter is completely cut.
Clever usage of the artifact was necessary there to survive. Lots of hellknights spawning there one after the other.
Maybe he was talking about that as most gamers today are relying on regenerating health and never ending ammo.
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lolli
 
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Post » Fri Nov 16, 2012 12:02 pm

I found no frustrating moments either.
But when thinking of ROE, the heavy action sequence in Hell after going through the teleporter is completely cut.
Clever usage of the artifact was necessary there to survive. Lots of hellknights spawning there one after the other.
Maybe he was talking about that as most gamers today are relying on regenerating health and never ending ammo.
I'll give you that one, as I've never played ROE ;)
However, I still stand by the view that making games easy on hard mode for newbies is ridiculous, and any "frustrating" parts wouldn't be frustrating if people played on their appropriate difficulty setting. It seems every gamer these days wants to play in veteran to think they are bada$$es.
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Eoh
 
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Post » Thu Nov 15, 2012 11:09 pm

How removal of 3d artifact boss lower section, wich was full of corpses and health, makes that fight any easier?? Where's logic?
Delta labs effects was cool, BUT NO AREAS HAVE BEEN CUT!

I didn't say that any areas in Delta Labs where cut. I was talking about the effect missing.
The remark "cut" was referring to the area in hell you already mentioned.

As for the cut boss area lower section:
The corpses are in the upper area now. No need to use the elevator to recharge the artefact.
In fact, i found the boss in BFG easier and most of all QUICKER to defeat as in the original.
The large power generators from which the boss recharges after being hit seem to be a lot easier to destroy.

But i found the first boss always harder to kill with the grabber gun than boss 3.

In fact, i had to help a friend of mine with boss no 1 in the original pc release.
Boss No 3 was no problem for him.

As i said: i don't understand the changes made. That's my problem....
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Chantelle Walker
 
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Post » Thu Nov 15, 2012 11:14 pm

I'll give you that one, as I've never played ROE :wink:
However, I still stand by the view that making games easy on hard mode for newbies is ridiculous, and any "frustrating" parts wouldn't be frustrating if people played on their appropriate difficulty setting. It seems every gamer these days wants to play in veteran to think they are bada$$es.

Very good point! I guess this has to do with the achievements and trophies on the consoles.
The young guys want to boast about how good they are at playing games all the time.
This goes as far as hacking the gamers profile on consoles to unlock achievements/trophies the illegal way when they are not good enough to beat the game for real.
Stupid kids never learn....
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Adam
 
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Post » Fri Nov 16, 2012 1:57 am

Very good point! I guess this has to do with the achievements and trophies on the consoles.
The young guys want to boast about how good they are at playing games all the time.
This goes as far as hacking the gamers profile on consoles to unlock achievements/trophies the illegal way when they are not good enough to beat the game for real.
Stupid kids never learn....
Amen brother amen. lol
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Eve Booker
 
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Post » Fri Nov 16, 2012 2:20 pm

  • Make the new flashlight mechanic and the old one optional and togglable.
  • Higher res textures for the reskin of Doom 3.
  • Make Doom and Doom II widescreen, and add optional freelook and higher resolution ala the PC source ports.
  • Add a Doom 64 port with the same aforementioned enhancements ala the Doom 64 TC available on PC.
  • Include Final Doom and Ultimate Doom content.
  • Make all games playable from the in-game menu.
  • Include online co-op for all games included in it.
  • Call it "Doom: Complete Gold Edition" or something along those lines.
  • Charge $59.99 for it.
  • Release the source code and modding tools alongside it on day one on PC.
Would become one of my favorite game packs of all time if they did this. Then again, I have no idea as a customer outside looking in how feasible or even technically possible all that would be. Or how much it would cost them in terms of manpower resources.

And that said, I'm enjoying replaying even a slightly neutered Doom 3 at present.
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luis dejesus
 
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Post » Thu Nov 15, 2012 11:06 pm

  • Make the new flashlight mechanic and the old one optional and togglable.
  • Higher res textures for the reskin of Doom 3.
  • Make Doom and Doom II widescreen, and add optional freelook and higher resolution ala the PC source ports.
  • Add a Doom 64 port with the same aforementioned enhancements ala the Doom 64 TC available on PC.
  • Include Final Doom and Ultimate Doom content.
  • Make all games playable from the in-game menu.
  • Include online co-op for all games included in it.
  • Call it "Doom: Complete Gold Edition" or something along those lines.
  • Charge $59.99 for it.
  • Release the source code and modding tools alongside it on day one on PC.
Would become one of my favorite game packs of all time if they did this. Then again, I have no idea as a customer outside looking in how feasible or even technically possible all that would be. Or how much it would cost them in terms of manpower resources.

And that said, I'm enjoying replaying even a slightly neutered Doom 3 at present.

Wouldn't Doom 64 be owned by Nintendo? It was made exclusively for the N64, so the only way this could could be put onto the BFG edition is if it was put in a WiiU version. It seems every HD collection and the like that has been released in the current gen has had the same problem. They never have an ingame selection thing. Just a choose the game and quit when you find you'd rather play a different one on the disc. The Sly Cooper HD Collection had this problem. If anyone has played the God of War one, Silent Hill one, or Devil May Cry one, tell me if those had similar issues.

I remember how collection discs used to allow you to play all the games without turning off the console back in the PS1, Genesis, and PS2 days. The NES might have had some licensed collections, but not many. It seems the problem is coming from the fact that consoles have an entrance to multiple features now. Back in the PS2 days, we didn't have that. We had to put in a disc and if we wanted to play many games on one disc, we had to buy stuff like the Genesis collections. Namco Museum is another example of what collections were like back when the Playstations had no XMB.

I don't know if this problem is from the XMB thing. It might now be. I am only speaking for the PS3, by the way. I don't own a 360. It has a similar thing to the XMB, though.
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Dorian Cozens
 
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Post » Fri Nov 16, 2012 5:08 am

Many people complained about switching to the flashlight when Doom 3 came out, now they complain that it's gone. People just like to complain for the sake of complaining. I'm glad the flashlight is gone, hated the damn thing. <--- see complaining. Doom is 100 years in the future, switching to a flashlight feels kinda caveman. Besides it was huge, like a 1980,s cop flaslight.
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Wayne W
 
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Post » Fri Nov 16, 2012 10:34 am

Yeah, it's conceivable 64 is a licensing restriction that could never be overcome. But everything else should be doable with enough commitment and effort. I don't know whether the "exit to my games to play" issue is ubiquitous in HD re-releases or not. If it is, there's no good reason for it in my opinion. At minimum, it should tell you "to play this game, please exit and go to My Games" (or the equivalent thereof," instead of telling us to uninstall our entire game unnecessarily imo. At best, it should auto-exit the game and launch the game we select. Why this isn't possible is mystifying to me.

And the Final and Ultimate Doom content should be doable too.

But what do I know? I'm not a programmer.
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TOYA toys
 
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Post » Fri Nov 16, 2012 1:37 pm

  • Add Super shotgun in Doom 3. Also Heavier battle in later levels.
  • Decreased ammos in higher difficulty. Higher difficulty means monsters will kill you quickly and that also means you need to kill them more quickly to survive. You need better accuracy. So, why we have the same ammount of ammo?
  • New difficulty level between Veteran and Nightmare. Basically Nightmare without stupid health degeneration.
  • New levels between Doom 3, not standalone levels. And new levels should be larger and different with original maps.
  • Customizable controller settings.
  • Change all the bullet impact particles. One of the reasons why Doom 3 weapons have weak feel is the its particle effect. Most of the environment in Doom 3 is metal, but hitting it feels like more like sands than metal due to its slowly spawning particles.
  • Also, change weapon sounds. Shotgun sound is much better in BFG edition, but Pistol and Machinegun are still pretty svck.
  • Remove useless fist. or make it useful.
But I wouldn't re-release Doom 3 eight years later anyway. Late re-release means less people will buy it and you have less budget to fix your game. BFG edition should have arrived in 2006 or 2007, not 2012.
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Chris Johnston
 
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Post » Fri Nov 16, 2012 4:04 am

Add Super shotgun in Doom 3
No, no, no, no, no, no, no. No. No. No. Keep this POS away from D3.
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Budgie
 
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Post » Fri Nov 16, 2012 1:08 pm

Yeah, it's conceivable 64 is a licensing restriction that could never be overcome. But everything else should be doable with enough commitment and effort. I don't know whether the "exit to my games to play" issue is ubiquitous in HD re-releases or not. If it is, there's no good reason for it in my opinion. At minimum, it should tell you "to play this game, please exit and go to My Games" (or the equivalent thereof," instead of telling us to uninstall our entire game unnecessarily imo. At best, it should auto-exit the game and launch the game we select. Why this isn't possible is mystifying to me.

And the Final and Ultimate Doom content should be doable too.

But what do I know? I'm not a programmer.
I hate how the HD collections I've played have done the whole, "Please exit to play another game on disc. Hope you like looking at the same company logos until you pass out." crap. It's pointless. Doesn't serve any purpose for anything relating to profit. Just seems like they didn't have time to add a go to game menu thing.

Nintendo are some of the few who know that going back to the in-game select menu is a good idea, it seems.

I'm completely for customizable controller options. This needs to be a commonplace option, in fact.
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Hazel Sian ogden
 
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Post » Fri Nov 16, 2012 1:30 am

Ultimate Doom is included.

Ultimate Doom was just the original 3 episodes with the addition of the fourth "Thy Flesh Consumed" episode - http://doom.wikia.com/wiki/The_Ultimate_Doom - and what's that I see on the "New Game" screen in BFG? "Thy Flesh Consumed", that's what.

Final Doom may not be included for licensing reasons - Final Doom was made by community members rather than by id (http://doom.wikia.com/wiki/Final_Doom) and approval would likely have had to be sought for it's inclusion, or perhaps approval was sought but denied (more likely IMO as the same would have applied to No Rest For The Living, which was included). Other than that I don't see any good technical reason for it's omission, so that one looks like it's down to legal shenanigans again.
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Michelle davies
 
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