Anyway I agree with wildweasel, pop culture references and jokes in general are good if they're, well, good

There's a more subtle one in the original System Shock, too: when Rebecca Lansing sends you your first email message, she addresses you as "Employee 2-4601." 24601 was Jean Valjean's prisoner number in Les Miserables.kodi wrote:I always assume the first 4-digit door code I encounter in any game is "0451" (from system shock 2, referencing a book title) and it's usually correct.
Uh, no?Doom Juan wrote:Your concern is that you fear one day all your favourite retro games will look as bland as brown British wallpaper in the 1970s.
Heh, just posting to say I totally agree with this. The game looked awesome but when I tried it, it was all "holy fucking shit I just went through like eight different referential custcenes in a row and I have no idea what's going on and what the shit am I even playing." I never picked it back up.leileilol wrote:Retro City Rampage is a nice example of how to not do it (doing it all relying on it for the whole plot) in an unoriginal tryhard kind of way. I can't stand playing it and I was looking forward to it for years since it was a homebrew NES rom in development stashed away in a corner on the SCI Studio website.
Let me just check to make sure I've got this right: are you concerned with the fact that game developers are all using the same 3D tree model rather than designing their own unique one?Dancso wrote:Doom Juan wrote: My argument was that by making these references part of the game's content / enviroment, they are taking away from the game's unique atmosphere potential.
As I'm a video game developer myself, I'm starting to feel bad about doing the same thing, and I wanted to gauge the response of various people. (thank you all for the input btw!)
That's not even remotely close to what he was talking about. He was talking about referencing a game or whatever cultural stuff in another game right in the open. Easter eggs, like a secret location based from Super Mario Brothers in Dying light or Minecraft in Borderlands 2, are one thing, but breaking the fourth wall so many times by keeping to reference stuff at the front end can be very tiresome.Doom Juan wrote:Spoiler:
Shock nerd here; the code in SS2 (opening the first coded door in the game) is "45100", since door codes in SS2 were 5-digit. However, in the first game, the door codes were 3-digit, and the very first door code in that one is "451".kodi wrote:I always assume the first 4-digit door code I encounter in any game is "0451" (from system shock 2, referencing a book title) and it's usually correct.
The worst problem with that in RCR is that some of the references are from post-Y2K media! How immersion-killingly and gratuitously jarring can you get?leileilol wrote:Retro City Rampage is a nice example of how to not do it (doing it all relying on it for the whole plot) in an unoriginal tryhard kind of way. I can't stand playing it and I was looking forward to it for years since it was a homebrew NES rom in development stashed away in a corner on the SCI Studio website. Bloodline Kavkaz is probably more subtle with its 'dank maymays' than this game is with references.
I don't play enough modern stuff to even make an actual judgement, and was drunk last night so I didn't quite understand the thread anywayXanderK9 wrote:That's not even remotely close to what he was talking about. He was talking about referencing a game or whatever cultural stuff in another game right in the open. Easter eggs, like a secret location based from Super Mario Brothers in Dying light or Minecraft in Borderlands 2, are one thing, but breaking the fourth wall so many times by keeping to reference stuff at the front end can be very tiresome.Doom Juan wrote:Spoiler:
Yes, it all depends on the degree of seriousness in the game.NeuralStunner wrote:I can't stand having a bunch of referential stuff in a serious work. Though the occasional joke is fine as long as it's a plausible thing to happen or be said. (Example: Assassin's Creed 2, when you first meet Uncle Mario.)
Of course, in a game that doesn't take itself seriously to begin with, references can add to the fun... As long as the game has a good humorous identity of its own to begin with. TimeSplitters: Future Perfect is a great example of this.