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Re: JAWOHL!
Posted By: xs_plazma <xs_plazma@yahoo.com.au>Date: 10/16/01 4:28 p.m.

In Response To: JAWOHL! (Ferrex (Dead))

: However, a tag team discussion with Jaime and John, level and lead designers
: on Halo (respectively), made a lasting impression to the contrary.

: Assume for a moment the crazy and wacky limitation of artist time (yes, I
: know, Microsoft has billions of dollars, they can just hire more
: artists!). Assuming artist time remains constant, as you increase the size
: of the level, you decrease the amount of love they are able to lavish on
: each part of the level. Even the sum total of the love is decreased,
: because they have to spend more time just getting the basics in there.

How long have bungie been making the game, 2 years? Surely they could have put in some kick but levels in there - suppose we'll just have to wait and see.

: The same goes for us lowly level designers. Assuming a constant time frame,
: we can make put more into a smaller level than a larger one. Of course,
: there is a balancing point--a level can still be too small, so you want to
: nail that exact size that lets all involved parties do their best with it.

And i hope that balancing point is reached near perfectly (which a game of Halo's originality should).

And the best part of having the Solo campaign is that no matter how big the levels are, you wont get bored as fast when your stickin it coop with your buddy, to play each mission over, and over, and over.... somthing im dealy looking forward to.

Thanks for the insight Rex.


Message Index




Replies:

ALL READ AND TRY TO ANSWER...xs_plazma 10/16/01 8:22 a.m.
     Re: Bigger than a bread box? [n/t]Lophan 10/16/01 9:25 a.m.
     Re: ALL READ AND TRY TO ANSWER...RAZORBACK 10/16/01 9:52 a.m.
     JAWOHL!Ferrex (Dead) 10/16/01 2:31 p.m.
           Re: JAWOHL!xs_plazma 10/16/01 4:28 p.m.
     Always remember: Quality over Quantity *NM*Fuolornis Fire Dragon 10/16/01 4:10 p.m.



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