Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.freetalk.english Subject: Re: 3D sucks, sprites rule Date: Wed, 01 Jul 1998 12:59:43 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 35 Message-ID: <359A24AE.9BD2B264@easynet.co.uk> References: <35979427.1E01015C@easynet.co.uk> <35985C9D.9811922B@sinclair.net> <6n9qpo$5381@scea> <3598B8AE.B023E782@easynet.co.uk> <3599BA7D.6AA6945D@sinclair.net> <3599ED4C.45D@dma-design.com> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Brian Baird wrote: > Joshua Meeds wrote: > > > > Uh, the Hobbit? Like, for SNES?! The game sucked! Zork, however, is > > cool enough. But now you are getting into another realm - maybe > > graphics suck, text rules! If 3D sucks, then 2D can't be any good > > either. Too advanced, too much freedom. > > That'll be The Hobbit for the Spectrum, a text adventure ;-) One of the > most revered games in the UK IMO. Ahead of its time in scope & design, > let down by the technology at the time. Even now, people are still finding out weird things you can do in the Hobbit. Mainly they were bugs, but often hilarious ones (like killing Elrond, carrying him to the goblin's crack and throwing his body at the goblins when they appeared, or telling Thorin to climb into the chest and then shutting him in it, and then returning later to let him out, only to find a pile of bones). Because it was a text adventure you could do this - it would be hard to have a graphics engine which allowed the character such a degree of freedom. And GTA is so successful because you put the emphasis on gameplay rather than the graphics. Remember Skool Daze? It was in a way like the Spectrum forerunner of GTA - simple graphics, but the gameplay was great - you could just about do whatever you want. The fun was discovering all the little things you could do which had nothing to do with the overall objectives of the game. Cheers Phil