Talk:Oni/Positioning: Difference between revisions
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(Here's an attempt at some less smart-alecky commentary. Oops.) |
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::Destructible environments - shoot holes through walls, collapse pillars on opponents. | ::Destructible environments - shoot holes through walls, collapse pillars on opponents. | ||
::Rigid-body physics - move any object around. | ::Rigid-body physics - move any object around. | ||
|valign="top"| | |valign="top"|Well, at least they got the interpolation in there. When it comes to IK, destructible environments, and rigid-body physics, I have no idea how they still planned to write all that code and release in 10 months, but perhaps Brent generated a wish list at the start of the project (1997) and just never changed it to reflect their gradually lowering ambitions. In [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4166 this] note on the old forum by PR guy Matt Soell, he explains that IK was no longer needed because they achieved their goals (such as disarm moves) through other means. Well, disarm moves are nice, but this original doc indicates that they had higher goals than that for IK. Also, is Soell saying that they had IK quasi-working before they changed their minds? Could this mid-stream change explain the primitive physics in the retail version of the game? --[[User:Iritscen|Iritscen]] 03:09, 12 August 2011 (CEST) | ||
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|'''Wide-open Gameplay:''' | |'''Wide-open Gameplay:''' | ||
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::Detailed/interesting plot. | ::Detailed/interesting plot. | ||
::Dynamic characters that transform in skills, behavior and appearance as the story develops | ::Dynamic characters that transform in skills, behavior and appearance as the story develops | ||
|valign="top"| | |valign="top"|Before we jump on Bungie West for too many unfulfilled goals, it might be worth noting that this version of the document far pre-dates the MS acquisition, which brought a swift halt to development. MP was not announced as cut until mid-2000, shortly before the MS deal was concluded. --[[User:Iritscen|Iritscen]] 03:09, 12 August 2011 (CEST) | ||
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|<u>'''Competition & Analysis'''</u><br /> | |<u>'''Competition & Analysis'''</u><br /> | ||
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|Amen: The Awakening | |Amen: The Awakening | ||
| | |Brent lists no information for Amen, which is strangely foreshadowing of the fact that it was canceled in 2000. Apparently the game was over-ambitious and could not work successfully on the limited technology of the time. It was also supposed to be set in 2032, when a global cataclysm occurs shortly before Christmas. What the...?! --[[User:Iritscen|Iritscen]] 03:09, 12 August 2011 (CEST) | ||
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|Overall, Oni seems to be the only third-person game (in the near future) aiming directly at the action crowd without incorporating substantial puzzle or exploration elements. [more to be added in this section] | |Overall, Oni seems to be the only third-person game (in the near future) aiming directly at the action crowd without incorporating substantial puzzle or exploration elements. [more to be added in this section] | ||
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|Avoid comparisons to Tomb Raider – Don’t use the Konoko model by herself. Use her with the approved “group shot” art. | |Avoid comparisons to Tomb Raider – Don’t use the Konoko model by herself. Use her with the approved “group shot” art. | ||
| | |[[:Image:CGWcover.jpg|O]][[:Image:CGWcover2.jpg|O]][[:Image:MG UK cover.jpg|P]][[:Image:MM UK cover.jpg|S]]. --[[User:Iritscen|Iritscen]] 03:09, 12 August 2011 (CEST) | ||
|} | |} |
Revision as of 01:09, 12 August 2011
Positioning Statement - Oni | Commentary by Oni fans | |||||||||
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Just to emphasize, this file was dated Jan. 1999, and they still thought Oni was coming out in 10 months. Well, as long as their planned feature list was reasonable, I suppose there wasn't an issue.... --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Buyer Analysis Action gamers |
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Flavor Konoko crouched behind a pile of debris as a TCTF car rumbled by, thumping along the potholed road. Twilight was approaching, and people had already retreated into their homes. The street was no place for the innocent. She had set the trap to terminate the criminals, but still, her former compatriots would not approve of her actions. Soon, they would go too. With fatal recklessness, a group of men swaggered from hiding and entered the building, obviously armed, obviously armored. Silence stretched for two seconds, three. The night exploded as a burst of shots, ricochets and screams pierced the air. Konoko closed her eyes, relishing the sounds of vengeance. A roomful of her enemies dead, and she hadn’t fired a shot. |
"Relishing the sounds of vengeance", eh? This isn't your daddy's Konoko. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Innovations Merging of shooter and fighter into a new gaming experience |
These are elaborated on below, so let's comment there. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Selling Points Full Contact Action™: the first seamless fusion of gunplay and martial arts
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I don't know if Oni was the first in this area, but I do have to say that this is the one selling point that they really came through with. Incidentally, that trademark symbol is purely decorative, as I see no record of Oni trademarking the phrase Full Contact Action. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Realistic 3D Environment: a brand new 3D engine designed to bring extremely realistic environments to life
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I think it's safe to say that Brent was always planning on baking in the radiosity solutions generated by 3D Studio Max. He never claims that this lighting will be dynamic, so in fact they met this promise, although it does seem that the use of radiosity solutions was rather inconsistent. Real-time shadow generation would refer to the old shadow system seen in the pre-beta shots... wonder why they killed it. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Instant Interaction Technology:
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Well, at least they got the interpolation in there. When it comes to IK, destructible environments, and rigid-body physics, I have no idea how they still planned to write all that code and release in 10 months, but perhaps Brent generated a wish list at the start of the project (1997) and just never changed it to reflect their gradually lowering ambitions. In this note on the old forum by PR guy Matt Soell, he explains that IK was no longer needed because they achieved their goals (such as disarm moves) through other means. Well, disarm moves are nice, but this original doc indicates that they had higher goals than that for IK. Also, is Soell saying that they had IK quasi-working before they changed their minds? Could this mid-stream change explain the primitive physics in the retail version of the game? --Iritscen 03:09, 12 August 2011 (CEST) | |||||||||
Wide-open Gameplay:
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Before we jump on Bungie West for too many unfulfilled goals, it might be worth noting that this version of the document far pre-dates the MS acquisition, which brought a swift halt to development. MP was not announced as cut until mid-2000, shortly before the MS deal was concluded. --Iritscen 03:09, 12 August 2011 (CEST) | |||||||||
Competition & Analysis Tomb Raider III Most successful third person action/adventure series to date. Oni is much more action oriented and will have a distinct look. We also have hand to hand fighting and much cooler and more varied animation. Our technology should also be superior. |
I haven't played much Tomb Raider, but this sounds like a fair assessment to me. More interestingly, is it true that this game came out in 2005? --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Max Payne [Remedy/3D Realms, GT] 3rd person, real world full of character and atmosphere. Graffiti textures, cool smoke effects and particle effects. Dark comic book characters. Choose playing style, two-fisted action or stealth. Intense action. | Brent forgot to explain what would make Oni different or better. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Unreal Very successful first person shooter and currently the most technologically advanced. Third person pov gives our characters much more potency. Story and dynamic character will create more emotional involvement. Hand to hand and cool body physics will create a larger cool factor. | Comparing Oni to Unreal is a serious case of "apples to oranges". --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Prince of Persia 3D The main feature of Prince of Persia 3D seems to be its “stunning animation”. While we cannot know exactly how we compare in this aspect until more is known, we will most likely differ on a number of issues. Prince of Persia will most likely be an adventure oriented game in the same vein as Tomb Raider. Oni’s advantages over Prince should be similar to our advantages of Tomb Raider III including: action orientation, hand to hand combat and a distinct style. | I don't even remember hearing about this game, but it came out in 1999, thus it wasn't much of a competitor after all. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Beneath “Use your caving equipment to climb, rappel, and swing your way through puzzles.” This is clearly a puzzle oriented adventure game with heavy dependence on exploration. This should be a very different game than Oni for generally the same reasons as Tomb Raider III and Prince of Persia 3D. It’s nice that many of our competitors seem to be aiming for the same type of game play, but we need to make sure we are differentiated from them in our marketing. We also need to note their 3D technology as well as animation and character control. | I don't know if this has anything to do with Oni, but does anyone have a clue what game this is? --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Omikron This seems to be our most similar competitor. As such, I’ve added more information.
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"Quantum Dream" is actually Quantic Dream, makers of Heavy Rain and Indigo Prophecy. Yeah, those guys. This is the game they did before those. It came out right when Oni was *supposed* to come out, Nov. 1999. It sounds like it was quite unique, but the action seems to be rather unlike Oni's. --Iritscen 21:59, 8 August 2011 (CEST) | |||||||||
Messiah Messiah is a highly technology based game from Shiny. Shiny is capable of impressive technology as well as impressive hype.
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Urban Chaos LOT of similarities to Oni – sprawling city setting, “unbelievable” physics, interactive environment, freedonm of exploration, hand-to-hand combat, two characters, one female one male, multiple ways to achieve objectives, use of scenery in combat (swing around telephone poles). Only thing it doesn’t have is shooting. | ||||||||||
Shogo Only other mainstream PC anime game. First person shooter, focused on mecha. | ||||||||||
Amen: The Awakening | Brent lists no information for Amen, which is strangely foreshadowing of the fact that it was canceled in 2000. Apparently the game was over-ambitious and could not work successfully on the limited technology of the time. It was also supposed to be set in 2032, when a global cataclysm occurs shortly before Christmas. What the...?! --Iritscen 03:09, 12 August 2011 (CEST) | |||||||||
Overall, Oni seems to be the only third-person game (in the near future) aiming directly at the action crowd without incorporating substantial puzzle or exploration elements. [more to be added in this section] | ||||||||||
Other Important Points Remember, this is an action game. This is not an adventure game. People will get killed and they’ll die quickly. |
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Avoid comparisons to Tomb Raider – Don’t use the Konoko model by herself. Use her with the approved “group shot” art. | OOPS. --Iritscen 03:09, 12 August 2011 (CEST) |