What is the matter with 3D games today?
#1
Posted 08 August 2008 - 03:19 PM
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#2
Posted 08 August 2008 - 04:38 PM
Seriously though, rendering realistic grass is tricky. If they've gotten it to look good, that's worth being proud of.
#4
Posted 08 August 2008 - 08:42 PM
Brag about stuff like that with other developers, not with your main customers IMO, they wouldn't know specular from emissive (hell, even I'm not very clear on it!)
#5
Posted 08 August 2008 - 08:50 PM
onyxthedog said:
Reedbeta said:
#6
Posted 08 August 2008 - 09:43 PM
Kenneth Gorking said:
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#7
Posted 08 August 2008 - 09:50 PM
#8
Posted 09 August 2008 - 12:10 AM
#10
Posted 09 August 2008 - 03:27 AM
As far as other games go, I am hoping to hell Bethesda doesn't screw up Fallout 3. That's the only game I'm looking forward to this year. No time to focus on anything else. Just raw unadulterated violence with a touch of radiation :lol:
#11
Posted 09 August 2008 - 07:10 AM
Mephs said:
Me too. But I think we are in the minority... most of the so called hardcore gamers these days won't even try a game unless it looks visually impressive.
Mephs said:
For me, good graphics is getting to be a deterrent these days. When I see games with impressive next-gen graphics, it's a safe bet that tech and art is where they spent their budget, not leaving enough resources for making the game.
Mephs said:
Absolutely. This just shows how little understanding the game companies today have for how to do business.
Kenneth Gorking said:
Yes, and that's only to be expected. There's so much money involved, that the people footing the bill need to look at minimizing the risk. If they make 5% return on investment on a low risk project, that's much better to them than a 20% return on a high risk one. Funding innovative games, or non-sequels, or games not based on a proven license, is just not doable.
Which is why we should be looking at reducing the cost, and reducing team size, by making smaller games with simple technology, but focused on the fun and the mechanics. For me, that's the only way forward :yes:
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#12
Posted 09 August 2008 - 09:52 PM
Mattias Gustavsson said:
#include <arcade>
#include <computer>
#include <drinks>
#include <hardware/high_end>
#include <snacks>
#pragma <responisiblities>
...........
#13
Posted 10 August 2008 - 02:29 AM
Quote
#14
Posted 11 August 2008 - 05:11 PM
Mattias Gustavsson said:
For a hobbyist/indie, breaking close to 5 digits in terms of subscriptions or satisfied players would be an adequate goal. Seems often enough the lower you aim the higher you come out :P
#15
Posted 11 August 2008 - 06:06 PM
TheNut said:
That said I do agree that companies put way more emphasis on technology than they should. The way you can measure just how much they spent is related to how much they brag about it on the back of the box. If half their USP's consist of "eye popping visuals", then you know there is no reason for buying it if your computer doesn't go to the gym twice a day and take steroids.
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#16
Posted 05 October 2008 - 05:51 PM
onyxthedog said:
Grass can be very hard to do, you have to render each blade individually and hope it doesn't become too much for the CPU to handle. His bragging is warranted and deserved.
#17
Posted 05 October 2008 - 08:41 PM
Snooky said:
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#18
Posted 07 October 2008 - 06:41 PM
Personally, good-to-great graphics have their place. They help immersion and suspension of disblief, but it has to be for games where such a need exists. This need exists in Madden and sports game; they explicitly try to replicate life. It even exists in games like Oblivion, where it is Fantasy, but they are trying to make it seem as much like "Real Life". This need sometimes doesn't exist in other games, like shoot-em-ups.
If you are trying to create an immersive-lose-yourself-in-the-game game, like I consider Oblivion to be, then things like "believable grass" are a definite plus... especially in things we don't pay close attention to, but can immediately recognize... and as long as you didn't expend so many resources on grass such that other key aspects become neglected, like your goblins are low-poly stick figures.
On the flip-side, a game like Braid is not looking to be immersive in the same way, so its particular, 2D style is very apropos and even refreshing.
So, I'm not surprised someone from the Madden team would brag about representing grass in their game.
#19
Posted 12 November 2008 - 06:02 PM
#20
Posted 15 November 2008 - 09:11 PM
starstutter said:
Have you seen the special features on the King Kong DVDs? Jackson and co made a previsualisation of the last sequence with Kong atop the Empire State building, all low res graphics, basic animation... he showed it to the cast and crew and they were in tears, because the emotion was all there.
So I don't think it's essential to have good graphics to convey emotional, powerful experiences. If the heart is there, the rest is eye candy.
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