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Your Idols in game design?

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Topic. I say Peter Molyneux. He has designed some of the most advanced and fun games I have ever played and I aspire to be like him. The man is a gaming genious, melding immense creativity with advanced programing from his excelent team at lionhead and alot of comedy all together... Honestly, who DIDN''T like Black & White or Dungeon Keeper?!

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Shigeru Miyamoto has never disappointed me. For that matter, the entire 1st-party Nintendo development team has history of revolutionizing game design every so often. I don''t want to inspire any console debates, so please just take this as my opinion. And save your comments about the cel-shaded Zelda. I have yet to be disappointed...

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quote:
Original post by Teamshibi
Honestly, who DIDN''T like Black & White or Dungeon Keeper?!


Since you ask, I didn''t particularly like either of them.

Molyneux does have some great and original ideas, but I get the impression that sometimes he gets so caught up in the concept of the game, that he forgets about the actual gameplay. Both DK and B&W felt more like toys than games - great fun for the first 20 minutes, but rapidly becoming repetitive and boring after that. I''d probably put him in the top ten somewhere, but not at the top.

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Guest Anonymous Poster
Richard Garriot
creator of much of the early Ultima Series

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its gotta be Yu Suzuki of Sega.

He created classics like Hang On, Space Harrier, Outrun (perhaps I''m showing my age a bit here....)

But also more recent masterpieces like Shenmue and Virtua Fighter...

All his games are truly immersive, whilst not being too difficult to pick up.

Yep, Yu Suzuki gets my vote!

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I think Peter Molyneux is good, but overrated. Black & White was fun, but I''ve not played it since the first week I bought it. Dungeon Keeper was great though. It would be nice to see Lionhead move away from God-games.

id have done a great job technically and have made a lot of the major leaps in game engine technology, but I wouldn''t say they''ve made great games, just nice looking ones. They''re very much "find the key, find the door, and blast what you see on the way". Hopefully Doom 3 will change that.

I think the folks behind the Zelda and Metal Gear Solid games are my favourites.


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quote:
Original post by siaspete
id have done a great job technically and have made a lot of the major leaps in game engine technology, but I wouldn''t say they''ve made great games, just nice looking ones. They''re very much "find the key, find the door, and blast what you see on the way". Hopefully Doom 3 will change that.



I have to defend ID by saying that most of their games, despite their simple design, play quite nicely (with the exception of Quake II, IMHO). The mechanics generally feel right, dodging is responsive, the weapons all have their uses (with just a couple of exceptions), and that''s why they''re fun.

Having said that, Carmack probably hasn''t earned a position on my top 10.

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I can''t say Black & White lasted that long. Peter Molyneux doesn''t seem to focus very much on replayability, his other games I''ve played are not replayable too. I got tired of BW after 5 days and roughly 40$ was wasted to no use... At least Dungeon Keeper kept for 3 weeks.

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Romero did a good job on Quake. I think its sad that so many people only remember him for Daikatana. I have seen people bash him saying he was a terrible designer, but I bet other designers like Peter Molyneux will trip up eventually. I also think it is unfair that people praise Carmack as the mastermind behind the quake games, (although no doubt he was an essential part of it).

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B&W was great technologically, that was some serious AI. Me if I had a favorite it''d be me, though I''m not professional or even a independent, it''s gotta be me.

Bleu Shift - www.bleushift.tk

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Hideo Kojima. He has a certain knack for screwing with the player''s mind. If you look at the reality level in Metal Gear Solid 2, and then look at the things he does with this. The realtime shadows are a good one. On the Tanker, he takes advantage of this by casting the shadow of a doll on the wall, making you think you have a rough fight waiting for you. Guards appearing in odd places. The scene with the marines was funny, having them stop to stretch and you scurrying to find a better hiding spot. Some of this extends into his other games, but its probably best used here.

-> Will Bubel
-> Machine wash cold, tumble dry.

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John Romero- Diakatana was just such a leap.

Wait, no it wasn''t. Nevermind!

Bill Roper
Sid Meier

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Will Wright - I played The Sims for 2 straight weeks then I got completely sick and tired of it. Yet, it manage to sell millions of copies world wide somehow. He obviously knows a heck lot more than me because I would have never dreamed of making a game like that.

Peter Molyneux - Populas and Syndicate. I''m not going to count Dungeon Keeper and B&W because those two games have quite a few flaws that I personally don''t like. Nevertheless, Molyneux is the founder of the "god" simulation genre games and in a way connected to the early real time strategy developemnt.

Chris Crawford - http://www.erasmatazz.com/Library.html Read all his journals articles and be awed.

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Blade Mistress Online

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Yu Suzuki and Hideo Kojima are 2 more GODS of gaming right up there with mr. Molyneux in my book. Kojima''s viral effects in Zone of the Enders were great and only got better with MGS2 thereby getting that effect known as the Hideo Kojima effect.

Also, the team behind eternal darkness are amazing. That was GREAT in every department. Still say Peter Molyneux is the best of them all... Be honest, none of you have EVER had a great idea THAT fully realized. I mean look at Dungeon Keeper, it was made just as he wanted it and as a result although short it was fun and hillarious!

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Yu Suzuki (AM2) for Shenmue and Yuji Naka (Sonic team) not particularly for sonic but for the excellent Nights and Christmas Nights on Sega Saturn.

''Your theory of a donut shaped universe is intriguing Homer'' - Stephen Hawking

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Warren Spector. I''ve never had a bad time with one his games. In fact, I loved every second of ''em.

Molyneux is a close 2nd.

You know you''re a programmer when your computer is like family. When it''s more like a lover, you need help.

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I''d have to go with Warren Spector. Will Wright is pretty creative even though some of the ''Sim'' games bombed IMHO.

As for people only remembering John Romero for Daikatana and bashing him for it, it was because of his ego and all the hype they had for that game before it shipped. With statements like "John Romero Is About To Make You His Bitch" and "Suck It Down", the guy was just asking for it if the game bombed. On the other hand, Doom and Quake are great. Not much story(none really), but who cared?

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I have a small jade carving of Sid Meier that I pray to each time I open up my design doc.

Actually, I do find myself worshipping any designer who creates masterful open-ended gameplay. Sid Meier''s Civilization and Pirates! and David Braben''s Elite still inspire me even in a world of your typical die-repeat-die-repeat mission / level / story games.

I also highly respect designers who do detailed analysis of the craft: Chris Crawford, Greg Costikyan, and Ernest Adams are some of the best. They bring the rest of us along with them, which in this business-- with all of its secrets and proprietary information-- is a valuable thing.



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Just waiting for the mothership...

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Tim Schafer - Involved in the making of several great LucasArts classics such as Grim Fandango, Full Throttle, Day of the Tentacle, and the Monkey Island series. He's gone independent from LucasArts now... you can find him at http://www.doublefine.com He is definitly one of my top idols.

- Air

[edited by - Air on August 28, 2002 2:19:58 AM]

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