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I don't see how a console release automatically means it is going to be streamlined.
but here's the thing, playing it safe does not bring in the amazing - to make the amazing, you need to take risks, and that's something that doesn't look good on a powerpoint presentation. so not happening, as long as the usual kind of suits has control.
Hate me if you think I'm being narrow-minded but System Shock belongs on the PC with any console considerations being an afterthought at best. I dread the thought of SS being changed in any way shape or form to accommodate consoles.
yeah, this has already been mentioned somewhere - in an ideal world, a game would be built for the strongest platform first, and only then cut down as needed for the lesser ones*. unfortunately, this introduces additional costs and development time**, so things usually go the other way around - the game is built for the weakest platform, and then simply ported to the rest, usually with pretty much no changes or enhancements at all.*I think Doom3 has been done this way, pc first, and then a simplified console port with smaller levels and whatnot.**it's also a bit of PR problem, as most console gamers hate the thought of getting a cut down version of the game, so by prioritizing the pc release, you are potentially pissing off a fair number of buyers.
I, like many people, say it was not really a bad game in itself but compared to the first DX it was a major step back and it also didn't feel like it belonged in the same franchise. And it was definitely simplified in many ways (universal ammo, the inventory-grid gone etc, etc.). Basically what Bioshock is to SS but far less polished and without any real strenghts that could redeem it.
Why is Spector seemingly pushing so hard for emergent gameplay in SS3? System Shock is meant to be somewhat restrictive and scripted. Will we be able to talk to the monsters now? He's recently said "every game I've worked on has offered more and more player empowerment and choices with each subsequent installment", which is true to some extent, but I don't see how you're going to top Deus Ex in that regard by using System Shock, nor why you should even try to come remotely close. The original System Shock did away with friendly NPCs, RPG systems, magic and the like, which was central to the player telling his/her own story in Ultima Underworld. Usually I'm one to crave complexity but I don't see where high levels of roleplaying comes into the System Shock experience beyond what the first two games already did. Being stuck on a space station, everyone dead or converted to cyborgs, with a benevolent AI that has all the power is not a concept ripe with player empowerment opportunities.
The emergent part comes from the simulation-aspects of the game's world (including enemy AI) and refers to possibilities that the designers didn't think of