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View Full Version : What Kind of Approach Do You Want For The Next Driver?



Assaultmachine1
06-15-2007, 07:38 PM
I want a new approach, much like the one that I've described recently ago. The thought of seeing many storylines and missions for a huge set of different driving jobs to have and being able to choose you to create your own character is what I want for the Driver series. In addition, there need to be many of the different vehicle types that haven't existed before in the Driver series. Also, the on-foot exploration should be bigger than ever with the different weapons, abilities, and ways of what to do and where to go, which would really make a good idea for getting closer to reaching what Rockstar North was good at in making the GTA franchise the best Free-roaming that has ever existed.

Driverman2006
06-17-2007, 09:47 AM
It needs to beat GTA in my opinion. It needs to be a huge step forward. With all of the freedom in the world and you can do anything you want (which is what GTA lets you do). That's why still to this day in 2007, some people still say that GTA:SA is the best game in the world, even thought it's 3 years old now.

Assaultmachine1
06-17-2007, 10:00 AM
Tell me, Driverman 2006, do you think that my idea of a new Driver game that I've mentioned would do great for the future Driver games? If not, tell me yourself what you would want as something really new as an approach to anything or even everything about the Driver games.

Driverman2006
06-17-2007, 01:47 PM
What exactly is your idea, Assaultmachine1? I'll take a look at it and see for myself. If it's the thing you're talking about in the first post, then I guess it would be cool to customize your character. Yes, we do need a lot of new and existing vehicles for the next Driver game. And yes, we do need broader on foot action.

Assaultmachine1
06-17-2007, 06:50 PM
As an answer to your question, I will break down the text from the posts that I made about it. It goes by saying the following:

Reflections should not have to move backwards, but instead move forward. To move forward, Reflections must make something new for the world of the Driver series including for how the storyline and missions are done, the on-foot abilities, and the realism. Also, there should be a way of creating your own character rather than play as Tanner or T.K.

The missions would be driving ones, but this time, it is not only and is nor heavily about car chases. Instead, there are among many more kinds of driving jobs to work for other than just being a gangster or undercover cop, as what T.K. and Tanner portrayed in the Driver series. You will no longer find side missions as jobs in the game. Those missions that would be thought of as side missions will instead be missions that are accompanied with their own storylines that you are to follow and possibly even make your own path in. The different kinds of jobs that you should be able to have include undercover cop, regular police officer, detective, taxi driver, ambulance driver, limo driver, fire fighter, helicopter pilot, airplane pilot, stuntman, a street racer, a closed circuit racer, and many others that would all involve driving while some could offer a bit of on-foot too. In addition, there would be items or other things to be found about the city depending on your career, so you would get a bonus in doing that. Such items and things about the city could have you find stolen vehicles that you must bring back to its rightful place and owner while others could be about hunting down and/or arresting criminals. There would be a huge variety of jobs to do and you would be heavily rewarded for doing all of this. The money that you get from doing these missions, which would probably be 100+ missions (other than always being 40 missions or less), allows you to buy vehicles, weapons, clothes, possible places that are available to live about (an apartment, regular house, or even a mansion, if you have the money for it).

About your on-foot abilities, these are among the highest percentage of how you can roam free about the city and get to or even do whatever you'd like. The on-foot abilities include opening/closing doors, turning on/off switches, climbing, moving objects, swimming, jumping, tripwiring, running, walking, CQC (close quarters combat), other fighting abilities, crouching, crawling, shimmying, and many others. You have the right to go into many different buildings found within the game where you can take a break and watch T.V., make a reservation at a restaurant or hotel, go play an arcade game, play sports, exercise, learn better on how to drive, and many other things. This form of gameplay would allow for RPG elements that help advance your character in ways that he/she can do more things and even perform them better, but if you see your character do less good, it will make the abilities of yours only slip rather than always go up.

A way to create your own character would ask for you to make it a male or female, give them clothes, the personality they need, and many other things. Over time, you can help build up your character that you created, fitting them with improved abilities, more weapons and vehicles, greater money, and possibly even a better place to live in.

Realism should play the same role as I stated earlier in the Next-Gen Driver Wishlist thread of a post about how realistic cars can handle and all the other vehicles should function and be treated exactly like they would in the real world too. Also, the pedestrians, animals (if any), characters, and cops in the game should react and live realistic as seen in most next-generation games, and everything should look and work the same way as in real life (i.e. people walk to work, shop, fight, kill, arrest, steal, die, etc.). Graphics, too, should be as realistic as possible, having them look even better than that of GTA IV.

Driverman2006
06-18-2007, 06:51 AM
Boy, you've got a lot of good wishes there my friend. Yeah, I think having character customization would be cool. Like you can change your race and/or gender. So it's a game that not just white guys (like me) will enjoy, everybody will enjoy it. So if you want to make your character look like yourself, TK, Tanner, Ray, or anybody, then that should be allowed.


I would like to have lots of options available for both driving and on foot. Driv3r had too much on foot options and fun, D:PL had too much driving options and fun. This time, they should both be at their maximum.

Assaultmachine1
06-18-2007, 07:16 AM
Thank you for letting me know. I know that this kind of new approach for the Driver franchise would probably be the best available option as this would give us the best on-foot and driving experiences and even the biggest level of freedom ever imagined. Please do this as a new approach for the next-gen Driver games, Reflections, because with these kinds of ideas, I'm sure that you won't let yourselves down.

InsaneDriver06
06-19-2007, 05:07 PM
Voted for Change. I'm no longer very interested in games that force the player into a single role, stuck in a linear path that offers little freedom of choice in the game environment.

Assault Machine's concept of driving careers is something I'd instantly want to play. I can imagine being a formula one driver, and when I completed that, I'd want to be a stunt driver, then a transporter, an undercover cop, a regular patrol cop with a radar gun, and so on.

This is an awesome idea, though I'd be surprised if Reflections shifts the direction of the series, beyond just "better graphics, controls". Hopefully, they'll read this thread and take note of the great concept.

Oblivion offers the same freedom, and was the number one RPG on the 360 for 2006 and 2007. It's a great game, thanks to the incredible freedom to do anything you like, go anywhere you want.

Assaultmachine1
06-20-2007, 06:46 AM
I hope that we not only get to see this kind of a concept with any career you want to end up for driving games in the future, but even for any other genre as well because of how much replay value that could give the player.

And by the way, InsaneDriver06, I like one of your comments of this, which says, "I'm no longer very interested in games that force the player into a single role, stuck in a linear path that offers little freedom of choice in the game environment." I think that you should use it as a sig since it represents exactly what we need games to be like in the future and that's for having you the ability to choose more than one path as well as even from a list of different careers. It would really inspire others to help contribute more of what can be done to make sure that the players have more freedom than ever before.

InsaneDriver06
06-21-2007, 03:59 PM
Originally posted by Assaultmachine1:
I hope that we not only get to see this kind of a concept with any career you want to end up for driving games in the future, but even for any other genre as well because of how much replay value that could give the player.

And by the way, InsaneDriver06, I like one of your comments of this, which says, "I'm no longer very interested in games that force the player into a single role, stuck in a linear path that offers little freedom of choice in the game environment." I think that you should use it as a sig since it represents exactly what we need games to be like in the future and that's for having you the ability to choose more than one path as well as even from a list of different careers. It would really inspire others to help contribute more of what can be done to make sure that the players have more freedom than ever before.

Thanks AM (Assault Machine). With more than five career choices in one game, the replay value increases by five times. Imagine spending ten hours to complete one career, then choose another one to tackle, each about 10 hours or more to complete, but also having the option to continue with endless career related tasks/missions.

The more choices players are given, the longer they tend to play the game I'd say.

Assaultmachine1
06-21-2007, 05:29 PM
Exactly. I feel so excited about such an awesome concept like this one. For sure, this concept would probably blow the other developers away, whose focus is on driving. If Reflections does consider this concept as a new part of the Driver series, they could possibly surpass many things that any other developer is not very capable at doing. And with the power of the 360 and PS3 consoles, I'd say that such a concept is reasonable to believe and that is possible for it to happen when a developer gives its team the right time to prepare for such a concept.

InsaneDriver06
06-23-2007, 08:38 AM
A Driving RPG might be one way to describe multiple career paths in a driving game, along with the ability to create and develop your character over time. RPG in the sense you're not restricted to one storyline, but can choose, much like the freedom offered in Oblivion, which allows you to be a swordsman, theif, magician, assassin, store keeper, armorer, acrobat, and so on, with many species to choose from as well.

Assaultmachine1
06-23-2007, 11:14 AM
Yes. It's just like you are saying right now, InsaneDriver06. The next Driver game needs to have RPG elements that help it offer a lot of freedom of what your character can do whether its during a story of the game or even when you're trying to take a break from any of that stuff, so no matter what you are doing, there will be a variety of different things available to your character that can help him/her progress after time.

Symantecus
06-24-2007, 04:34 PM
Assaultmachine,

While I agree with most of what you're saying, let's not forget that Driver is firts and foremost about a suspensful story that leads to Hollywood-Style car chases.

If anyone has used the video editor to edit their car chases, you know what I mean.

They've got the car physics down, but what you're suggesting IS a good idea. Now work on the wal-run-out-of-car physics, so they are just as compelling to edit in video as the car chases.

Driver is still a better game than GTA for making videos and I hope they NEVER remove the video editing component - it's the primary reason I bought the games.

You're gonna see some mind-blowing car chases in the video, Apocalypse Syndrome (www.simanticus.com), and they won't be with GTA, but with DRIVER3 and DPL.

These scenes will blow away anything that can be done in GTA...and hopefully will sell even more Driver games.

Check out the movie at: www.apocalypsesyndrome.com (http://www.apocalypsesyndrome.com) or www.simanticus.com (http://www.simanticus.com)

AND DON'T FORGET TO RATE IT ON GOOGLE :-)

Assaultmachine1
06-24-2007, 10:11 PM
First of all, I'd like to point out to you that the Driver franchise's storylines have become less of an interest to me over the time, especially with D3 and DPL, so now I'm saying that we need to see more storylines that are all unique to the Driver franchise and because it carries the name "Driver" in it, this means that the meaning can be extended even further than it was before. After all, there is no point in making the approach like that of D1 and D2, which would only make the on-foot worse and would get Reflections back to where they start and nor do we need a GTA clone that was done in D3, DPL, and D76. We need an entirely new driving experience that is able to go further than ever before seen in any racing or open-world city/free-roaming game.

Who said that we shouldn't have any car chases in the next Driver game? I did point out that we need to have the Undercover Cop and Gangster career to be included along with the many other driving careers for the game to make the game not dissapoint those who loved the experience of the previous Driver games and even for those who are looking for a new experience like me and the other Driver fans here. I'm sure that Reflections can even include the replay feature, which has become so unique to the Driver franchise (best known as the "Film Director"), but instead of just making the car chases better, the whole scope of what's going on the game should make for awesome replays, including the same great chases that we've seen in the previous Driver games and along with even new and more complex concepts that can take the Film Director further than ever before. Also, we need the Dashboard view to be as one of the new camera views for the game (as was mentioned in the past).

If we do not see a new approach along with a better Film Director, new camera views, more realism, and a ton of on-foot exploration in the next Driver game, it will only have the Driver franchise grow smaller and smaller than that of the first two games, which were the closest to its roots. Even seeing Reflections go back to the roots of the first two games (as I mentioned in the past as a suggestion) would not go any further than this new Multiple Career concept where you have more freedom than ever to choose your own path in the story of the game, having a variety of different driving careers along with some law enforcement and gangster careers too. This and a much wider on-foot exploration as that of GTA:SA will truly bring more freedom than ever before. After all, this is also a free-roaming game and a lot of freedom is exactly what we need to see in every category within the Driver franchise. GTA cannot remain on top of the Free-roaming genre forever.

Symantecus
06-25-2007, 01:50 PM
Here is the winning formula.

Take OBLIVION, update it to current times and current cities rather than its medieval/fantasy era.

Provide multiple career paths and multiple QUESTS within each career path.

The formula has already been done with Oblivion, all they need to do is replace the horses with
cars, trucks, buses, planes, helicopters, motorcycles, boats, trains, subways etc.

It would be a major undertaking and quite a few years for release, but what a release it would be.

...and...ENHANCE THE FILM DIRECTOR with more camera angles, longer recording times.

Assaultmachine1
06-25-2007, 02:35 PM
Are you saying that there should be a new approach or should it be like the old times?

Symantecus
06-25-2007, 03:06 PM
Are you reading my post? That is exactly what i said.

Assaultmachine1
06-25-2007, 05:42 PM
I was confused by what you stated, so I asked you to make sure I know what you meant.

Symantecus
06-25-2007, 06:13 PM
Assault - Fix your signature. it looks like it's a message you're posting over and over. I was responding to your signature message...

Use a graphic or use a separation line

Assaultmachine1
06-28-2007, 12:31 PM
I've now fixed my signature. And I'm glad that, so far, everyone has agreed to the multiple career concept of mine, which will really help Reflections push the driving experience of the Driver franchise beyond that of any game.

Driverman2006
06-28-2007, 01:32 PM
Ahhh, and I see that your sig is in the same format as mine, my friend. My sig is really a spoof of TK's phrase.

Assaultmachine1
06-30-2007, 10:39 AM
Yes it does look much like yours, Driverman2006.

As for the approach of the next Driver, we need Reflections to follow a new approach, much like what's been mentioned often around the Driver forum and the 4F's of Great Game Design (Fun, Fairness, Feedback, and Feasibility) must be taken in to account for the game in order to get a job well done.

Driverman2006
06-30-2007, 02:32 PM
Oooo the 4 Fs. I never thought of that! I couldn't agree more!

Assaultmachine1
06-30-2007, 10:26 PM
I learned about it and several other things in the book that I'm currently reading called the "Official Guide To 3D Gamestudio", which is a way that most game developers start off on making their first games. As I learn how to look more at creating a video game, it will help me a lot on being one step closer for getting me ready making my way in to the Video Game Industry.

Driverman2006
07-01-2007, 06:17 AM
Oh that's cool, man! Good luck with that! Maybe I'll buy a copy of that book too.

Assaultmachine1
07-01-2007, 08:29 AM
Yes, you should buy it if you want to learn how to create computer or video games. I bought my copy of the book at Borders, so maybe you can get it there too. It must've cost me around $39.99.

Driverman2006
07-01-2007, 10:24 AM
Yep, I have a Borders in my town too, I'll see if they have it. You know, I have a cool idea for a "Driv3r Remix". I'll make a new thread about it if anybody's interested. Anybody like to know my "vision" of Driv3r Remix? It could save the Driver series before the next Driver game.

Slayer_591
07-01-2007, 10:48 AM
I'm curious.....

Driverman2006
07-01-2007, 01:50 PM
Well you can check it out now!

InsaneDriver06
07-02-2007, 08:45 PM
What kind of approach for the next Driver (360, PS3, Wii)?

DRIVER, INTENSE ACTION:

First, I want to be able to hop in a car or on a bike, and have the choice to go into a dash view. When I hit the gas, I want the vehicle to rumble to life, either with a smooth take off or an asphalt tearing burn out. The interior of the car will shake a bit, the meters will respond to the input, and the scenery will fly by as it travels from 0 to 60 in five seconds and under.

A cop will catch me speeding, and the pursuit will begin. If I choose to slow down and park, he'll step out and offer a speeding ticket, if I keep going, he'll call in for back up if needed, but no shooting at this point.

The difference this game needs to offer from any other chase game, is to amp up the level of intensity and the feeling that you're in the midst of a high speed, edge of your seat chase of your life. Whether they accomplish that with special effects like debris, smoke, sparks, blur effects, cracked windshields, sound effects, speed, heavy traffic weaving, plenty of jumps and tight turns, hopefully they'll capture it.

For the missions, I'd also like the choice to pick a career out of 10 plus driving/racing/riding careers.

Assaultmachine1
07-03-2007, 01:22 PM
Lets think about how the realism of the whole entire game and the amount of on-foot that will take place inside the game. These features, the character customization, and multiplayer are what need to be considered for the next Driver game. And, of course, what you mentioned in your last post, InsaneDriver06.

The realism must go deeper than ever. Cops should function as they would based on the laws of driving (depending on the location that you're in), so you will have to be more careful than ever when trying to avoid them and they will be more relentless (it's just like the word that matt_jon used) and harder to lose than ever before. Vehicles must function (the features of what a vehicle can do), handled (i.e. being washed at a car wash, fixed up with the right tools, given customizable parts for improving the looks or even the performance of it, damage is as realistic as possible, can get rusty or dirty, etc.), and be able to drive realistic on all kinds of different land, which can even affect the vehicle itself (driving in a puddle of water will splash water on to the vehicle, a puddle of mud will make the vehicle dirty), and the ability to drive realistic in the air (i.e. going as far up as possible, etc.), and on the water. The weather and time of day should change as realistic as it would in the real world (i.e. being cloudy, snowy, rainy, a clear sky, morning, noon, afternoon, and night time that all affect the looks and conditions of weather in the game). People must be seen walking about to either work, their home, or someplace else. Crime should go on in the city with law enforcement chasing criminals down. Bums walk the streets along with many other kinds of people (middle, poor, and rich). Cops ride different things (bikes, motorbikes, police cars, etc.), law is enforced (people are given tickets or arrested), eating and drinking (at restaurants, homes, etc.), reading, listening to music, people singing and playing instruments, people going shopping, and anything else that is seen in the real world. Everything should function as realistic as possible and just as in GTA IV, the animations should look different always, so it will not every look the same as it did in the previous free-roaming games. All kinds of vehicles are seen and even driveable in the game such as trains, helicopters, planes, boats, automobiles, ATVs, motorbikes, motors******s, etc. You should be able to go in almost every part of the game, especially the interiors (gun shops, stores, restaurants, homes, apartments, etc.). It should definitely be the most realistic game in approach to a real city.

On-foot must allow you to have all kinds of weapons, abilities, interiors to explore, things to buy, and more. RPG elements should suit certain parts of the game well, especially for giving your character improvements in his/her own skills.

Multiplayer should be similar to that of GTA:SA, where you can play with others and do anything with them, except that it should possibly be online and that you can go as far of a distance from another player as what wasn't possible in GTA:SA. Certain missions can be done in co-op fashion such as being a law enforcer, fire fighter, ambulance driver, etc.

If all of these things can be done just as I had displayed in my post, I'm sure that we will get what we want from the next Driver game and have it be a memorable experience. Maybe it will even be honored by many gamers who weren't Driver fans and it will even gain awards based on its ratings. Lets hope that this will be the future of the Driver series.

InsaneDriver06
07-03-2007, 03:38 PM
All of those things would be great to see, but the thing that will impact the game the most is the driving action, and driving related careers, more than the general atmosphere, which is helpful to experiencing a sense you're there, but it doesn't necessarily make the game fun.

So instead of going to a restaurant to eat, you'd take your money and invest it in your vehicle. Instead of buying a new house, you'd buy a new vehicle, or a chance to enter a competition to start a new career.

Not saying eating or buying houses can't be fun in a game, but the focus should definitely always come back to driving/racing/riding tasks/careers, so Driver doesn't lose focus and become another GTA, where you might spend half the game buying sandwiches instead of cars.

Driving careers and all that it involves. Example: Highway Patrol: Offer a chance to go through drive throughs or donut shops to get back some health so you can continue your pursuit of dangerous drivers and other related missions.

Assaultmachine1
07-04-2007, 07:34 AM
Well, lets look at the 4F's of Great Game Design to determine what Driver will need. Fun, Fairness, Feedback, and Feasibiility are all according to the 4F's of Great Game Design, which will make a game look as best as it ever can be.

Fun is to entertain the player with its gameplay. It's just as it is said in my book: "Give players a fun, fresh, and original experience- one that is sure to encourage replaying and word-of-mouth advertisement. The main rule of thumb is to get people's attention. If you're game is offbeat, offers cathartic release, or is irreverent, it will get played. Make players excited about the options you give them in your game. We will look at these options later when you cover puzzles, but always remember that if your choices are unnecessary or stale, the game will lack the luster it needs. Always beware of tedium! Tedium (expecially Tedium with a capital T, caused by boring repetitive gameplay) is the Fun Killer. The whole purpose of a game, by its very definition, is fun."

Fairness is to avoid frustration. I'll make it as simple as possible. The difficulty of the whole game must not be something that most players have a chance of not being able to play through. Stuntman is a bad example of this as it keeps the difficulty so high that many players will likely get frustrated at many points within the game and usually the experts on driving in video games will come on top. The difficulty must be at a fair level, so if it is too high, that might just ruin the fun of a game. If, in Super Mario Kart, a designer could program those other racers to be so fast and so smart they'd beat you every single time, but where would the fun be in that?

Feedback is having the player know what he/she needs to do in order to play the game with ease. If a player does something wrong, he should be able to fix the problem somehow and know how to do it. The developer must also try to punish the player with what they do wrong and reward the player for doing something that is right. Otherwise, the player might continue doing what's wrong and getting something good out of it, which is not right at all. If you fall to your death, you would usually lose a life. That would be a punishment. Or if you lost at some point in a level, you would go back to your saved point and have to start from there. This is where feedback makes its way into the game. A player is eager to know that they do something right or wrong so they can adjust their play style and master the game.

Feasibility is about encouraging player immersion whenever you can. In this case, you must avoid inconsistencies and a little terror called "feature creep." Feature creep is when a game designer is too close to the project and begins adding "neat features" that really add nothing to the game or don't fit with the original game concept. An example would be that there is a Survival Horror game in which the player is introduced to a switch that, if he pulls, it drops a bunch of brightly colored soda pop machines out of the celing to squash all the mutants, the game has choked: this fun little feature has destroyed the original concept and the player's anticipations of the game being a serious horror game. A good rule of thumb is to develop and stick with a written game design document (i.e. a storyboard or a game flowchart), which is sort of like a blueprint for your game. Game design teams that stray overly far from their original game outlines find themselves wasting production time and encouraging feature creep. You must keep your games simple. Simplicity is a key factor in any good game design. It does not have to mean a few possibilities with simplicity (look at chess), but creating a really good, well-balanced, simple game system is a much harder task than creating a very complex one. Players are notourious for loading up a game and playing it; they hate to be bothered with reading the game manual or having to look up a walk-through guide online. If a player has to use a walk-through and every available cheat code to get through your game with his character alive, you have not done your job. If the player consistently feels lost and frustrated, you have failed to make a great game. As Atari veteran Mark Cerny puts it, "Keep the rules of the game simple. Ideally, first-time players should understand and enjoy the game without instructions."

While you keep things simple, you might want to consider keeping your game flexible because "the next generation is really about choice, and emergence, and continuous experience." It's not about individual levels." Ken Levin, in an interview about Irrational Games' upcoming game Bioshock, told people, "We want to make a game where a walk-through is useless. That's where games need to go.... I'd much rather play a game where I can say 'Oh, I had this experience,' and someone else can say, 'I did that part in a totally different way.' It's about thinking of different opportunities for every play style, and making it interesting for each of them."

When you go through creating a video game, you should follow the 4F's OGGD (Of Great Game Design) and listen closely to what they describe that your game needs. This is certainly what Reflections must do for its Driver franchise for now and on.

And yes, you're right, InsaneDriver06. It would be much better off if we were able to spend our money on the vehicles that we have and on what we would love to buy as being our new vehicles. This is a better direction, which can really help boost the driving experience further. With this in mind, we won't see a GTA game, it will be Driver's own way of rewarding you money to be the things that will enhance the driving experience further. And by not focusing on any of those other things for you to buy (i.e. houses, food, clothes, etc.), this will make a lot more room for you to have vehicles available in the game and for you to buy any of those vehicles, so it would be actually better for the game to have a lot more vehicles with the extra space for it than random stuff. It would be considered pointless to have something that is not even part of the original concept of Driver such as RPG and simulation elements because Driver is mainly about the driving. On-foot should mainly just deal with getting around in the game such as how to get somewhere (running, climbing, jumping, shimmy on a ledge, rolling, crouching, crawling, etc.) and how to get past someone (through weaponry, combat, stealth, etc.). As long as the Driver games are fair at difficulty (not getting the player way too frustrated), offer good ways of fun (nothing pointless), have no feature creeps and inconsistencies, and offer ways that the player will not need a walkthrough or even a manual beside them, the game will do splendid. I hope that Driver doesn't do any of the 4'FsOGGD the wrong way.

When I look at the GTA games, they do certain things that are pointless, but then again, the franchise has begun to be about the whole entire concept of what makes up non-linear gameplay and in immersing the player in a city that has lots of different things for you to do, so it does make sense to have RPG and simulation elements join in with the game. Sometimes, the elements do come in handy and are fun, but it is not always that way.

As for Driver, it can do more exploring and freedom as well as non-linearity with its vehicles and driving experience. The on-foot will be slightly smaller, but still will offer you a great deal of on-foot abilities and even having places to be explored (both interiors and exteriors of locations). The action part of the on-foot and of searching to find hidden things (dealing with the career that you are currently on) will also be the focus.

InsaneDriver06
07-05-2007, 05:56 PM
Originally posted by Assaultmachine1:

...It would be much better off if we were able to spend our money on the vehicles that we have and on what we would love to buy as being our new vehicles. This is a better direction, which can really help boost the driving experience further. With this in mind, we won't see a GTA game, it will be Driver's own way of rewarding you money to be the things that will enhance the driving experience further. And by not focusing on any of those other things for you to buy (i.e. houses, food, clothes, etc.), this will make a lot more room for you to have vehicles available in the game and for you to buy any of those vehicles, so it would be actually better for the game to have a lot more vehicles with the extra space for it than random stuff. It would be considered pointless to have something that is not even part of the original concept of Driver such as RPG and simulation elements because Driver is mainly about the driving. On-foot should mainly just deal with getting around in the game such as how to get somewhere (running, climbing, jumping, shimmy on a ledge, rolling, crouching, crawling, etc.) and how to get past someone (through weaponry, combat, stealth, etc.). As long as the Driver games are fair at difficulty (not getting the player way too frustrated), offer good ways of fun (nothing pointless), have no feature creeps and inconsistencies, and offer ways that the player will not need a walkthrough or even a manual beside them, the game will do splendid. I hope that Driver doesn't do any of the 4'FsOGGD the wrong way.

When I look at the GTA games, they do certain things that are pointless, but then again, the franchise has begun to be about the whole entire concept of what makes up non-linear gameplay and in immersing the player in a city that has lots of different things for you to do, so it does make sense to have RPG and simulation elements join in with the game. Sometimes, the elements do come in handy and are fun, but it is not always that way.

As for Driver, it can do more exploring and freedom as well as non-linearity with its vehicles and driving experience. The on-foot will be slightly smaller, but still will offer you a great deal of on-foot abilities and even having places to be explored (both interiors and exteriors of locations). The action part of the on-foot and of searching to find hidden things (dealing with the career that you are currently on) will also be the focus.

Well said.

Assaultmachine1
07-05-2007, 09:40 PM
Yes and just to let you know, InsaneDriver06, I would highly recommend for you to understand the 4F's of Great Game Design because they are definitely what a game needs to have in order for it to be successful. It is right there in that very post of mine, so you should read it if you really wish to make your way in to the Video Game Industry, but you don't have to if you don't want to.

InsaneDriver06
07-06-2007, 04:42 PM
Originally posted by Assaultmachine1:
Yes and just to let you know, InsaneDriver06, I would highly recommend for you to understand the 4F's of Great Game Design because they are definitely what a game needs to have in order for it to be successful. It is right there in that very post of mine, so you should read it if you really wish to make your way in to the Video Game Industry, but you don't have to if you don't want to.

Yeah, I read the 4 F's. Very interesting. I like plenty of modes and gameplay options in the games I play, which I think falls under feasibility, as long as they relate to the game's overall concept, they should be left in the game IMO.