GoldenEye: Source Forums
Debriefing => General Goldeneye => Topic started by: Southern Gentlemen on September 30, 2007, 05:13:36 pm
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First off I just want to say that this is not a complaint.
This is just something that I find rather peculiar. In the original Goldeneye when you hold a handgun; or anything else that would normally require one hand you have a view like a conventional first person shooter with the view of the shooters hand holding the gun. How ever when you are using anything that would normally require two hands i.e. a rifle, shotgun, submachine gun or rocket launcher you get a view of the gun just sticking out from nowhere like its being held up by some invisible force. This has also been replicated in Goldeneye Source, why that was done is simple to understand, to give the game the same feel as the original.
But what puzzles me is why it was done in the first place. I know of no other shooter done that way either before or since. I would just like to know your thoughts as to why the developers chose to do it that way.
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Since we're planning on having dual wielding, we can't really just put a hand on the grip. And we got too many guns to do, making them handless makes them REALLY fast to do.
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I would guess rare did it that way to increase performance, have more freedom with weapon placement, and duals.
We are doing it that way to retain the feel, but mostly because of the complications that dual weapons imposes.
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:: I know of no other shooter done that way either before or since.
There are many aspects that are unique to Goldeneye, or Goldeneye-family games (which would be PD1, TimeSplitters 2)
It was probably done because it means rendering fewer polygons, and most of the rifles cover most of the hand anyway. N64 was at the limit in Goldeneye.
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yea GE64 pushed the N64 to its absolute breaking point. i don't know how many of you remember but if 4 people had RCP90s and were firing them all at the same time, you would get pretty massive slow down a lot of time.
any area where the developers could cut polys, and reduce the amount of triangles and textures that needed to be drawn on screen, they jumped at the opportunity.