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by jerf
5581 days ago
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I thought crates were actually on their way out a few years back. Then cover-based shooters became popular. For those who don't know, a "cover-based shooter" is a shooting game in which the game explicitly has a concept of taking cover, such that your character can actually duck behind things and has explicit support for popping up and shooting things. As opposed to simply ducking behind a wall in Doom or something, which has always been good strategy but never actually been part of the engine. Sadly, there are only two forms of cover level designers seem to be able to work into games now: crates, and in a true sign of giving up, completely unmotivated chest-high walls, which apparently on the battlefields of the past, present, and future are just sort of treated like a basic decoration tool, like an "arch" or "window". ("Hey, hon, I cleared a space in the backyard, what should we do with it?" "Ever since I was a child, I dreamed of having a white picket fence, a dog, and a small maze of chesthigh walls in the backyard. Grab a shovel.") Now we're back to a TTC of approximately "whenever the first firefight" occurs, so, yeah, few seconds tops. |
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Ironically I think crates went out faster IRL than in game. I haven't seen crates in forever, barrels yes but not a true crate. Most things now are placed on a pallet and shrink wrapped like crazy. They'll stack a couple of these on top of each other and they remain intact.
The strange thing in games is that crates manage to get themselves into places where it just doesn't make sense. Like in Kingpin, they managed to get down an alley way with a small area for the buildings back doors. It was like some hobo was wheeling crates around the city with a dolly cart.