Sientir speaks a bit on his experience with ID's earlier first person shooter games and other tangentially related things
You can find the rest of the playlist at: soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
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Cliff Notes:
00:03 Introduction 00:52 What did Sientir like about FPS games? 01:37 How do you compare current FPS to old school FPS? 02:33 What pushes him away from current FPS games? 03:39 How did FPS impact Sientir's design sensibilities? 04:22 Impact of Player Speed 04:57 Old school color compared to new school 05:57 Worlds designed for fun rather than to imitate reality 06:38 Opinions on Doom 2016 07:04 Graphical Stylization vs. Realism 08:16 GI-Joe style 08:39 ID and Arcade play 09:51 Weapon Limitations and unreality 10:41 Demon Souls to Dark Souls and Encomberance 11:27 Weapon Selection and the weapon dial 12:04 Environment Exploration, Speed to world size 13:55 Interesting Traversal in games 15:05 Alternative Movement, Ocarina of Time 15:42 Quake and Environment Design 16:02 Hexen and Environment Design 16:32 Dark Souls 2 and area resonance and implementation 18:59 The dying creepy forest aesthetic 19:40 The Aesthetic feelings that stuck with Sientir 21:33 Projectile Design that allows the player to interact with it 22:44 Encapsulating Thoughts 24:31 Sign Off