nandersen wrote:So why does the STALKER game (and especially SoC) appeal that much to us? Maybe there is a little stalker in all of us? Many of us may have tried as kids to be in places where we shouldn't be and looking for things that we should stay away from?
I need some quality time to think on this. Hmm, there's room on the schedule in May. Oops, wrong year; that's in 2010.
Here's a shot from the hip, which you know is wildly inaccurate in STALKER. But that's okay; the target is the size of a barn.
It lives. When you play Doom 3, you don't need to have played it before to know that bad things are going to pop out of the panels in the walls when the lights inevitably go out. I still jump in STALKER when an enemy pops out of nowhere, simply because he heard me coming and moved to where I was, even sneaking around me if necessary.
It lives. My jaw bounced off the keyboard tray when I saw my first wounded blind dog limp off on three legs, whimpering as it sought to get away. And dog group-think behavior was cool: Attack when you have the superior numbers, run when you are by yourself.
It lives. Shoot a bandit in the leg and he drops to one knee. Shoot him up top and he reels, grabbing his head, with a remark about how that hurts. He'll still taunt you, you low-life scum (heh, irony), as he moves to cover.
It lives. Standing in the Garbage over the bodies of my foes, victorious but so
alone: The dust swirls about me, the forlorn wind cries in abject sadness, matching my miserable awareness that if I don't find a bandage on one of these bodies I'm going to bleed to death soon. In my dying this way, it
lives.It lives. I'm dead, now, but the game goes on without me. The Zone has its own life, apart from and independent of my pitiful conceit that "it's all about me". In stark contrast is a Half-Life 2 scene burned into my mind, and into my monitor: Remember that lady pouring fuel into the boat you will use for the aquatic rail part of the "on-a-rail" experience? She'll do it all day until you approach.
It lives. The day darkens ominously about me, priming the mood so I jump the first time the lightning cracks. Look at the rain! How cool is that? Just the cleansing this bleak dusty land needs. Wow, that lightning strike was close. Look at the rain! It's getting heavier! Can the lightning kill you? Ah, no, but it can mask the deadly threat right behind you.
Look at the ra-- Okay, okay, enough with the wet stuff already! Does it ever stop? Ah, it does. But it's so dark, now. Oh, look at the time! It's 4 a.m. in the game, and it's 5 a.m. in real life.
It lives. There are textures and objects and sounds that are only used
once in the game in various places, some not often reached by the typical player. There are unique behaviors that the NPCs do when they don't know you are there. There are ethical choices. There are game-changing impacts of your decisions to help one faction over another, or follow a certain game path -- or not follow any path at all.
It lives. And so do we, the community. We can change this game to make it more our style. We can easily add weapons and features and tweaks and fixes and other coolness. (As we get under the covers, we see the creative genius that forms its underpinning.) We can even
program it, within limits.
More than anything else, I think that last reason is why I'm still playing this game after two years.
audioave10 wrote:I still hold out much faith for GSC's next game.
You mean "Metro 2033"?

nandersen wrote:I think that the reason why GSC patches their game more is because it may very well be more complex than most other games in terms of combinatorial complexity.
You've just pushed one of my buttons, and you had to lift the button's cover to do that.
While I agree with the "more complex" statement, I don't consider it a reason for their behavior.
I think they patch their game more because they are no longer the team that created the original game base, and they didn't track their bugs properly. Most of the recent "fixes" have been multiplayer changes.
Oh,
look! They improved the game's framerate! -- Partly by removing grass shadows.

Graphics keep improving; cf. Deus Ex being slow and choppy on early cards. Grass shadows would soon become no problem.
What were they thinking?Let's see, now: The flipping reputation bug is still in there, fixable with a one-line change in two places. And they
partially implemented
bardak's secret stash persistence code, so that you could actually get more unique stashes -- but it's still broken because they didn't know what they were doing, and/or they have the typical "not invented here" problem using code from an outsider who offered it without strings.
What were they drinking?In keeping with the "fix one, break two, ignore three" patch mentality: The 1.0004 patch fixed the Yantar guard waypoint crash, but
broke PDA statistics, the merc attack on the AW campsite and grass shadow rendering. It did nothing for the broken quests, stalkers dying in campfires, and the other crashes like the AW merc waypoint one. And their "enhancement" to make use of multiple processors has many folks complaining of delayed spawns, and is very likely the cause of the new crashes (e.g., "entity not found" during NPC tossed weapon evaluation).
What were they smoking?So what was "fixed" in 1.0005? They broke a lot of mods by changing all dialog processing in 1.0005 to handle string IDs instead of numbers, because they had made one of the numbers too long in 1.0004. As I put it elsewhere: that was like changing all the house addresses in a city from numbers to names (e.g., from 123 Main Street to "One Two Three Main Street"). What they should have done was shorten the one bad number in the Bes dialog tree.
What were they snorting?And there were no reported single-player bug fixes in 1.0006, which added some Punkbuster enhancements and introduced a vulnerability to get your box pwned by someone else playing the game. Oh, sure, they changed the font rendering -- that's obvious -- but some report that the wide-screen issues are not fixed.
What were they mainli-- Never mind.
BTW:
