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Can't sin against the Devil. Far Cry 5's editor is even more gimped than Halo 5's Forge, the only positives I see in it are the Skybox control, the Water Volumes, and the terrain brush tool.. the game itself is the most ungainly thing I have ever laid eyes on - totally Ubisoft
Slave Morality is a helluva drug. What is a love-hate relationship without deep-seated resentment, justified distrust, and holding onto false hopes because of the faded beauty one was once drawn to?
The terrain editing looks good, and a lot more convincing, but the more wild sci-fi stuff is where Halo 5 does better
I deleted the rest of the Slave Morality post, but there is an Infinite Nothingness in the 'wild sci-fi stuff' Halo 5 presents as an attempt at 'convincing world-building'. Maybe I'll rewrite it at some point.. You can refer to the last 30 pages (or 1000) of WAYWO to get a better understanding of the forces at play artistically, psychologically, socially, and whatnot, but the bottom line is that Halo 5's take on Sci-Fi futurism is a barren one, without soul, without character, without grounding. It is nothing more than a languishing Jacobinist's attempt at creating a New Secular World Order, of shaping the essence of society to his vision of the ideal rather than working with the essence of that society to make it better and preserve that which makes it special, and it is depressing to witness it over and over again, especially within something that I hold dear, one of the last things it is possible to hold dear 225 years on from the French Revolution.
The off topic **** in this thread is getting so bad I actually want to see what you guys are working on.
Quality level design usually positively incorporates a game's sandbox, but that's not the case for Halo 5. The best maps in Halo 5 are designed to combat and tone down the seemingly infinite contradictions and redundancies present in the sandbox. "And in the industry, it's gotta be a small studio to have the level designers be the same people as the sandbox designers" I don't care how much money you have or how many employees you have, there is literally no reason to have a team of sandbox designers if you have competent level/game designers. It's really not that hard of a job, and it SHOULD go hand in hand with level design. The fact that most studios have these compartmentalized design teams is probably one big reason (outside of pure incompetence) that their products ship littered with incongruous mechanics.
Sandbox team for a first person shooter automatically tells me they don't know what they're doing. You don't need a team of analysts to read and interpret data, and you don't need a team of designers to play the game and decide how it should play. You just need one person who knows what he is doing, and maybe another person he trusts to tell him when he's making a mistake. And ideally, both of them actually play the game in a serious fashion. Some of the changes made to Destiny looked like the sandbox team had never played the game.
Ive been messing around with the editor and multiplayer, I don't really mind it, there's alot I'd like to see added and changed, but the more I use the editor and play maps, the more I find myself enjoying it. Having to rotate and move items with coordinates is really tedious and unnecessary though, makes placing things like fences a mission