Zaxx, on 30 December 2019 - 10:11 PM, said:
I'm going to cheat now and show something that's beyond the scope of what was possible 20 years ago but it's great to illustrate what I mean: (video here)
See this? Do you FEEL it? Amazing gunplay even with Half-Life 2's admittedly not super unique arsenal and movement, the whole thing just feels right, you want to shoot those weapons right the hell now. I'm a simple man, I judge the core of most first person shooters by the quality of their gunplay and really the core mechanics should feel right even at a pre-alpha stage. So the fact that I'm not seeing any of that while I do see signs of lots of less important features there is telling me that this version of the game suffered from the same lack of focus that plagued the 2011 product too. If you make a shooter where Duke Nukem does the shooting then the first thing you should focus on is making the gunplay worthy of the guy instead of designing the vending machines.
Yeah, maybe we were talking about different things, then. While audiovisual feedback etc is definitely important in a game, I really don't think that has to "feel right even at a pre-alpha stage" – that kind of stuff is rather superficial and can easily be adjusted and added to late in development. Hell, you don't even need to have weapon models and sounds in "pre-alpha". But, true, those parts look rather unfinished in the snippets; but they are unfinished.
I also weren't particularly impressed with that HL2 mod video – I didn't "FEEL it" – but then I always felt Half-Life 2 had pretty weak gunplay to begin with.
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While I kinda agree with you here, I don't think interactivity needs to be superficial at all. Interactivity also includes those things like blowing up walls to create new passages, or environmental attack options. Even in Duke, it wasn't all flushing toilets. And if we're talking interactivity as destruction, then that's something I think can be almost as important as gun animations, and something that's really lacking in most modern games.