foolishness from gamers

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Jazzyluv2

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Nov 20, 2009
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Ive heard too damn many gamers think they can design games, think they even have a clue about game design, or even level design. The amount of work, the amount of numbers behind something so simple.

Ill use it from a non gameplay perspective first(cause it seems that gameplay is the farthest thing on most gamers minds these days)

People complain about graphics, physics, animations, lighting, and everything in damn between.

First off, let's come up with something, lets say a room with a lamp and a guy that walks around.

So let's think about this. We have to model the guy. So you model him in 3d studio max(or maya). Then you export that model into Zbrush, and you detail him, creating normal maps parallax maps, or whatever new technique to cheat lighting effects. Next you texture him on an enormous 2048x2048 texture or 4096x4096. UV map him to append the texture to the model. Then you got make sure everything is appended on the polygon. Then you rig it in your game engine then animate it doing key-frames, and blah blah blah blah

Essentially the amount of work just to get this guy in game to your satisfaction takes a damn long time and a damn lot of money.

That's not even covering the lighting, or the programming, or playtesting.

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Now let's move onto gameplay, Stop throwing two ideas together, it doesn't make good games. You know what separates the GREAT GAMES from the good ones. Simple stuff like deciding how long Kratos has to attack with his blades to both be pleasurable and fluid for both gameplay and visuals. The real quality of great game comes out in the fluidity of it's gameplay, how they feel, how many milliseconds before each bullet. How fast the rocket moves, how much, or how little smoke happens during a bazooka shot. Every single thing in the game you are playing someone made conscience decision about. The tiny shit makes the game, yet you never see people discuss this when they speak of games, cause they don't even see it happening.

Making a good game isn't throwing shit together. It takes work, money, brilliance, and coordination.

I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.
 

Gentleman_Reptile

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Jan 25, 2010
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Your technically correct, but when someone says they could make a game better than someone else, they mean that they would use all that modelling and rendering that was done by someone else for a different purpose.

Different plot elements, different directions for the characterization.

Basically, a realy good "Idea Man" like Chet from GameDogs.
 

Outright Villainy

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Jan 19, 2010
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Jazzyluv2 said:
I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.
Perhaps they should have spent the money on making it look like he didn't glide across the ground instead.
 

Jazzyluv2

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Nov 20, 2009
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Outright Villainy said:
Jazzyluv2 said:
I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.
Perhaps they should have spent the money on making it look like he didn't glide across the ground instead.
Perhaps they shouldn't have cause then that would make his movement less fluid(more natural looking movement = Less immediate responsiveness due to the acceleration and deceleration of movement for "smooth or "natural movement" as in assassins creed with less responsive controls if you have played it)
 

aPod

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Jan 14, 2010
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Making games is hard... designing them "as in imagining and writing it down is easy" thats where the disconnect is.
 

Shockolate

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Feb 27, 2010
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While you do have a point, I've got two friends who are going to University next year to (hopefully) get started in game design.

Other than that, I don't have much else.
 

More Fun To Compute

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Nov 18, 2008
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Yet some games were somehow better when it was just a few people just throwing shit together and not spending a fortune on making 3d neck ties sway.
 

Outright Villainy

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Jan 19, 2010
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Jazzyluv2 said:
Outright Villainy said:
Jazzyluv2 said:
I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.
Perhaps they should have spent the money on making it look like he didn't glide across the ground instead.
Perhaps they shouldn't have cause then that would make his movement less fluid(more natural looking movement = Less immediate responsiveness due to the acceleration and deceleration of movement for "smooth or "natural movement" as in assassins creed with less responsive controls if you have played it)
Responsiveness is important of course, I'm not asking for the plodiness of Gta4, but something like Metal gear solid and Zelda have fluid movement and responsive controls. The skating thing just breaks the immersion. Fallout 3 has a bad case of it too.
 

TheDuckbunny

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Jul 9, 2009
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More Fun To Compute said:
Yet some games were somehow better when it was just a few people just throwing shit together and not spending a fortune on making 3d neck ties sway.
Couldn't agree with you more. I sometimes wish games wouldn't take such an awful lot of money to make and still be up to today's specifications.