beowuuf wrote:lol, i used the name neowuuf in my dm story
But we all know it was just a typo.
Many people seem to be very enthusiastic about a new DM game, and I honestly wonder why. There is only so much you can do with the DM formula - in fact, I would say that DM and CSB pretty much exhausted all there is to it (sure, you can do some nifty effects in details - see Conflux for a ton of them, but the basic premise is still the same there). Expanding on the basic gameplay would mean a whole different game. But how much new stuff can you still do today? As I said in my post above, the same leap in innovative gameplay and intuitive interface that DM gave us in 1987 can not be done today anymore, since games have simply evolved too much.
Looking back, what did DM do that was so great?
-Real-time!
Real-time games are pretty much the norm today. In DM's case, it created high tension when battling monsters and added time-based puzzles to the mix. But the tension wasn't just so high because it ran in real-time - it was also because of the tile movement. This movement pattern, with "dancing" in fights, attacking from the side and the back, allowed the game a strategic component in the fights. We all know a new DM game would feature free movement, which would mean we lose this strategic element. The game would feel more like a shooter and less like a dungeon crawl - a bad idea in my book.
- Great puzzles
What kind of puzzles could be done that weren't already present in DM? The only thing that comes to mind would be something like the "create my own teleporter"-stuff found in the highly amusing Portal and something involving gravity, but that's about it. Could be ok, though.
- Perfect blend of playability and depth in detail
Getting the hang of DM is easy, but mastering every aspect is hard. This is one of THE most important aspects of an addicting game (after all, this is what made Diablo, and to a lesser extent Tetris, a huge hit). DM actually handled this balance perfectly in my opinion, and it would be really hard to find this balance if more attention would be payed to detail (like different injuries having different effects).
In essence, what I'm saying is that a new game would be hard-pressed to live up to its expectations. Change it too much, and you would get a game that is probably indistinguishable from many others. Leave most of it intact, and you will find out that DM was already very close to perfection. If you are still not convinced, take a look at DM2. It certainly was a good game, but nowhere near the "immortal classic"-status of DM and CSB. In parts, it was too close to DM/CSB and made it clear that those two were almost perfect; in other parts, it tried new stuff that just didn't seem to work.
All in all, please no new DM game.