Favorite Dynamix made game?
by Anthony Scrima · in General Discussion · 12/10/2002 (9:20 am) · 43 replies
For me it has to be either the original starseige (couldn't get into tribes 1/2 that much.) or Willy Beamish. One of the coolest non Lucasarts adventure games ever.
#2
12/10/2002 (9:43 am)
The only Dynamix game I really liked was Tribes 1.
#4
12/10/2002 (9:58 am)
Red Baron - no contest.
#5
But seeing as every1's going retro, Id also have to say Stellar 7, first game I ever played on PC.
12/10/2002 (10:13 am)
Easily Tribes 2. But seeing as every1's going retro, Id also have to say Stellar 7, first game I ever played on PC.
#6
I think I was about 8-10 years old when I played those. I know I still have A-10 and FPS Football on a bookshelf, not sure about Red Baron.
12/10/2002 (10:13 am)
I really liked A-10 Tank Killer(first game I ever got for my first computer), Red Baron, and Front Page Sports Football.I think I was about 8-10 years old when I played those. I know I still have A-10 and FPS Football on a bookshelf, not sure about Red Baron.
#8
I remember I made a gun that shot the scout vehicle and it would move very slowly. And as soon as someone would walk by it, it would speed up and seek them, blowing them into space creating multiple shockwaves.
I also made a mine that on inpact it would give you health instead of take it.
Ahh... the good old days....
12/10/2002 (1:20 pm)
I kinda like Pro Pilot. But Tribes 1 and 2 was my fav! Tribes 1 is what got me into developing in the first place, I used to spend all my time making mods =DI remember I made a gun that shot the scout vehicle and it would move very slowly. And as soon as someone would walk by it, it would speed up and seek them, blowing them into space creating multiple shockwaves.
I also made a mine that on inpact it would give you health instead of take it.
Ahh... the good old days....
#9
12/10/2002 (2:01 pm)
Tribes1 for life vao ... vea
#10
12/10/2002 (2:25 pm)
Earthsiege 2
#11
12/10/2002 (2:28 pm)
This is easy.... Tribes 2
#12
12/11/2002 (12:26 am)
I go with Red Baron!
#13
T1 became my life. It shaped me in so many ways. In fact, I think it has been my biggest inspiration lately. I dont think any other game has been so team oriented in that scale. Sure, there was other team games out there, but not like this. It promoted tactics like body blocks, ski routes, disc jumps, mortar jumps, etc, rather than just kill or be killed. IMO, there was nothing like standing Heavy-Dee in a corridor back to back with a team mate, playing a Defend and Destroy map. The rush as an opposing LO jets onto the ledge in front of you, as you rain plasma fire on him, your teammate holding position in the elevator shaft in case the LO gets past you. Or when the firefight was over, the Turret-farmer comes by with his repair pack, getting you back into shape for the next wave. Oh goodness, the memories. I think Im going to cry now.
No game has ever captured me like T1. Thank you, Dynamix. Thank you Jeff, Tim, Rick, and Mark for giving us some of those games, and the means to create our own.
ahem. Okay, Im done talking now. :)
12/11/2002 (12:29 am)
It all started with Stellar 7, and Red Baron. Man, I miss Red Baron. Then A-10 Tankkiller came along, and finally Tribes 1.No game has ever captured me like T1. Thank you, Dynamix. Thank you Jeff, Tim, Rick, and Mark for giving us some of those games, and the means to create our own.
ahem. Okay, Im done talking now. :)
#14
12/11/2002 (12:43 am)
good old red barron... still have the box sitting in my closet, mint condition... only very mild chocolate stains on the maps (cant blame me, I was only 9)
#16
12/11/2002 (5:15 am)
I think Shaun comments sum up the way I feel. The Tribes Franchise was the reason I went back to school to learn programming. Thanks GG staff and Ex- Dynamix employees that created games that really gave(give) me great joy and inspiration.
#17
12/11/2002 (7:53 am)
Hmm...appears I might be the odd one out. My favorites were Betrayal at Krondor and The Incredible Machine games. I think I'd probably still play BaK if I could get it to run on this machine =)
#18
ABSOLUTELY.
I agree with the other poster, too -- Tribes 1 inspired me like no other game has. I was 14, going to college because I got kicked out of normal school (because I did a demonstration speech on "How to Build A Bomb", which was a JOKE, and I tried to make it obvious because I said among other things that you could get all of the ingredients for primitive plastic explosives by mixing the residue of evaporated softened water with the residue of evaporated UNsoftened water, which is obviously not true, but that was the straw that apparently broke the school's pussy back . . . anyways), and I discovered Tribes right about the time I turned 15.
I won't go into how the game affected me; the previous posters touched on my feelings exactly. Listening to my first shoutcasts were just incredible; I remember when TSN got the cool new intro, how exciting and cool that was, that SO MANY other people obviously loved the game as much as I did, and were as enthusiastic about it as I was.
Tribes 1 taught me something MORE important, however, something I discovered over the years and years and years of plotting out ideas for my own games in my head, on paper, on the computer, brainstorming.
The lesson I learned was about the importance of deep gameplay -- not necessarily in terms of initial complexity, or a vast number of weapons, but a series of BASIC FUNDAMENTALS that are each worthy of near-infinite specialization.
Consider Quake, Q2, Q3, UT, SoF, RTCW, MOH:AA, and Counter Strike. Why is it that people are getting irritated with repetitive online play? It's because these games all use the EXACT SAME SKILLSET. Now, granted, that makes it easier for you to get new players! The idea is, if I'm good at shooters, I'm good at shooters -- PERIOD. So if I play a new game and I lose a lot, that's the game's fault -- it must suck.
The problem with those games is that the skillset we're talking about is a very, very narrow one. Essentially, it's the same skillset used to play 'Whack-A-Rat' -- as soon as a rat pops its head up, HIT IT! As soon as you see someone, soon as you round the corner and someone's there, HIT THEM! Click click click that little pixel THERE pinpoint accuracy speed twitch look there here FASTER!!!
That's not to say people can't get to be nearly godlike in their reflexes and response time. But honestly, aside from the VERY limited and rudimentary skillsets of strafing and circle-strafing, which a n00b can do, the main skills you use are the Whack-A-Rat skills.
It's 'Whack-A-Rat 3D'.
Then I asked myself -- WHY is Tribes different?
Two reasons, but they're very interwoven with each other.
1. Projectile weapons, almost no hitscan reliance at all. This adds prediction to each shot -- you have to know where the other guy is going, at least a little bit. Tribes 1 has one hitscan weapon, the laser rifle -- and it has to recharge between shots.
2. Movement over large spaces, integrated into the normal movement modes you get with Quake (jumping, running, strafing etc -- but with a jetpack added).
These two things made the game unique and revolutionary.
If you had the disc launchers and even the vehicles, but no jetpacks, the game would just have been a technically impressive Team Fortress style game that added a lot of functionality and coolness. But the gameplay and skills used in combat would have been those of Quake still.
But when you add the ability to be EXTREMELY mobile -- suddenly, everything is changed.
That is because you have to predict shots. If they can only move so much, ie normal movement, then that's not such a big deal. But if they're arcing through the air, suddenly it gets a lot harder to hit them! This has/had the amazing effect of making the WAY that you MOVE an essential factor in your winning a fight. You tried to set yourself up so that you had a clear shot with your disc launcher, so you were in the air when they were one the ground; you tried to make yourself move at as close to right angles as possible to the enemy, while trying to line up with them for your shots; you could easily use the terrain for cover, and use a mismatch in your velocities and angles to lose an inept pursuer -- which is obviously impossible in most games; when was the last time you 'shook someone off your tail' in Quake 3? Well, aside from simply fragging them.
These things were ALL important, and I still see the effects of them in upcoming games. GTA 3, for instance, found a different answer to the mobility question -- make faster transportation available EVERYWHERE, easily stealable. BF1942 uses vehicles to zip people around and perform certain tasks. But no game has ever integrated motion DIRECTLY into combat in the same way that Tribes has.
It's given me a lot to think about. :)
12/11/2002 (11:37 am)
Quote:T1 became my life. It shaped me in so many ways. In fact, I think it has been my biggest inspiration lately. I dont think any other game has been so team oriented in that scale. Sure, there was other team games out there, but not like this. It promoted tactics like body blocks, ski routes, disc jumps, mortar jumps, etc, rather than just kill or be killed. IMO, there was nothing like standing Heavy-Dee in a corridor back to back with a team mate, playing a Defend and Destroy map. The rush as an opposing LO jets onto the ledge in front of you, as you rain plasma fire on him, your teammate holding position in the elevator shaft in case the LO gets past you. Or when the firefight was over, the Turret-farmer comes by with his repair pack, getting you back into shape for the next wave. Oh goodness, the memories. I think Im going to cry now.
ABSOLUTELY.
I agree with the other poster, too -- Tribes 1 inspired me like no other game has. I was 14, going to college because I got kicked out of normal school (because I did a demonstration speech on "How to Build A Bomb", which was a JOKE, and I tried to make it obvious because I said among other things that you could get all of the ingredients for primitive plastic explosives by mixing the residue of evaporated softened water with the residue of evaporated UNsoftened water, which is obviously not true, but that was the straw that apparently broke the school's pussy back . . . anyways), and I discovered Tribes right about the time I turned 15.
I won't go into how the game affected me; the previous posters touched on my feelings exactly. Listening to my first shoutcasts were just incredible; I remember when TSN got the cool new intro, how exciting and cool that was, that SO MANY other people obviously loved the game as much as I did, and were as enthusiastic about it as I was.
Tribes 1 taught me something MORE important, however, something I discovered over the years and years and years of plotting out ideas for my own games in my head, on paper, on the computer, brainstorming.
The lesson I learned was about the importance of deep gameplay -- not necessarily in terms of initial complexity, or a vast number of weapons, but a series of BASIC FUNDAMENTALS that are each worthy of near-infinite specialization.
Consider Quake, Q2, Q3, UT, SoF, RTCW, MOH:AA, and Counter Strike. Why is it that people are getting irritated with repetitive online play? It's because these games all use the EXACT SAME SKILLSET. Now, granted, that makes it easier for you to get new players! The idea is, if I'm good at shooters, I'm good at shooters -- PERIOD. So if I play a new game and I lose a lot, that's the game's fault -- it must suck.
The problem with those games is that the skillset we're talking about is a very, very narrow one. Essentially, it's the same skillset used to play 'Whack-A-Rat' -- as soon as a rat pops its head up, HIT IT! As soon as you see someone, soon as you round the corner and someone's there, HIT THEM! Click click click that little pixel THERE pinpoint accuracy speed twitch look there here FASTER!!!
That's not to say people can't get to be nearly godlike in their reflexes and response time. But honestly, aside from the VERY limited and rudimentary skillsets of strafing and circle-strafing, which a n00b can do, the main skills you use are the Whack-A-Rat skills.
It's 'Whack-A-Rat 3D'.
Then I asked myself -- WHY is Tribes different?
Two reasons, but they're very interwoven with each other.
1. Projectile weapons, almost no hitscan reliance at all. This adds prediction to each shot -- you have to know where the other guy is going, at least a little bit. Tribes 1 has one hitscan weapon, the laser rifle -- and it has to recharge between shots.
2. Movement over large spaces, integrated into the normal movement modes you get with Quake (jumping, running, strafing etc -- but with a jetpack added).
These two things made the game unique and revolutionary.
If you had the disc launchers and even the vehicles, but no jetpacks, the game would just have been a technically impressive Team Fortress style game that added a lot of functionality and coolness. But the gameplay and skills used in combat would have been those of Quake still.
But when you add the ability to be EXTREMELY mobile -- suddenly, everything is changed.
That is because you have to predict shots. If they can only move so much, ie normal movement, then that's not such a big deal. But if they're arcing through the air, suddenly it gets a lot harder to hit them! This has/had the amazing effect of making the WAY that you MOVE an essential factor in your winning a fight. You tried to set yourself up so that you had a clear shot with your disc launcher, so you were in the air when they were one the ground; you tried to make yourself move at as close to right angles as possible to the enemy, while trying to line up with them for your shots; you could easily use the terrain for cover, and use a mismatch in your velocities and angles to lose an inept pursuer -- which is obviously impossible in most games; when was the last time you 'shook someone off your tail' in Quake 3? Well, aside from simply fragging them.
These things were ALL important, and I still see the effects of them in upcoming games. GTA 3, for instance, found a different answer to the mobility question -- make faster transportation available EVERYWHERE, easily stealable. BF1942 uses vehicles to zip people around and perform certain tasks. But no game has ever integrated motion DIRECTLY into combat in the same way that Tribes has.
It's given me a lot to think about. :)
#19
Now to just wait for the 88mb patch to download..doh!
12/11/2002 (2:40 pm)
That last post made me want to play Tribes 2 again.. its been a while. Now to just wait for the 88mb patch to download..doh!
#20
12/11/2002 (5:50 pm)
It seems that noty many of you here like Tribes 2...... I wonder why. Tribes 2 is an awesome game, granted so is Tribes 1, but I just don't get it. I'm too young to remember any of the other mentioned games, but still. It just boggles the mind.
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