It All Comes Full Circle
While reading a Jade Raymond interview on Assassin’s Creed, I saw clearly how games have progressed over the past seven years. (The writers from seven years ago, by the way, have moved on to some very awesome things.) As you may recall, seven years ago the quality of a game was scientifically determined by how long it took to see a crate. At that time, even the crates in Deus Ex met a disappointingly mundane demise.
As you’ll soon discover, while Start to Crate time may not have changed, the ways in which games feature crates make the crobars of yesteryear seem absolutely stone age:
What exactly is “crowd-based gameplay?
…. For example, if you bump into people who are walking around carrying a crate, that will make the crate drop. That means the crowd all around will go “Ahh!” and if there’s a guard around, the guard is going to say, “There’s the assassin!” and recognize you…. Other examples in a crowd might be be drunk guys stumbling around. They react like a traditional level design ingredient — think of mines that placed in levels. The drunk guys will push you over if you get close to them, and that’s something that will also cause you to stumble and draw attention to yourself, especially if they push you into, for example, someone carrying a crate.
This is clearly going to be a revolutionary Christmas season for gamers.

October 11th, 2007 at 6:16 pm
There was no way after watching the demo of this at PAX that I could walk through the crowds there and not think about holding the B button to mow right through them…