Graphic Destruction

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PrimaVita

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Here is the question I pose to anyone that is reading this. Why are there not destructible armor and clothing in RPG/single player games? I know there have been destructible stats in armor and weapons in games, but nothing graphically seen. Why is that? Why when I am beaten by a monster three times my size does it hurt me but not my armor? I mean in a way that shows? If I was hit by something that big don?t you think my armor would show a dent or two in it? Or just plain rip off in parts? Claws and teeth do have that effect on most materials. Don?t believe me, ask the nearest dog/cat owner. So why does this not happen? Does it really take that much more effort on the software to generate this effect? If I can change my appearance in some games in multiplayer and have it transition over to the single player, then why not in single player only games?
 

Defense

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Because it's unnecessary and it's probably not worth the price for the small detail put in the game. Dead Island had zombies with multiple layers(skin, flesh, muscle) to be more realistic, but they cut the feature out because no one noticed it.
 

Eldarion

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Because making models for all the different armors and their damaged state would take up way to much development time for such a minor feature.

Its not like this would make a huge impact on immersion, it would just be sorta "eh neat...battle damage"

Are you arguing that it would be realistic for more games to do this? Ok, I'm gonna go equip my flaming sword of doom and go slay that demonic dragon thing. You have fun with "realism" :p
 

PrimaVita

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Games like Wolverine Origins and Splatterhouse do it. I am not going for realism in everything has to be based in the real world, but being hit would be more fun with less BAMs, and POWS to it. Also if I saw pieces of armor fly off in the mist of battle it would be more of a, ?eh, neat?? thing. Especially if the damage percentage was part of the equation.
 

Wolfram23

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Batman: Arkham Asylum. As you progress through the game his armour and cape get torn, and stay like that throughout the entire playthrough.
 

Vern5

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PrimaVita said:
Games like Wolverine Origins and Splatterhouse do it. I am not going for realism in everything has to be based in the real world, but being hit would be more fun with less BAMs, and POWS to it. Also if I saw pieces of armor fly off in the mist of battle it would be more of a, ?eh, neat?? thing. Especially if the damage percentage was part of the equation.
Actually, more BAMs and POWs would be a welcome sight. Ever play Freedom Force or its sequel? What today's "more gritty than Duke Nukem's driveway" games need are more BIFFs and ZOPs and whatever.
 

Sephychu

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PrimaVita said:
Also if I saw pieces of armor fly off in the mist of battle it would be more of a, ?eh, neat?? thing. Especially if the damage percentage was part of the equation.
Thing is, in my RPGs, I like to be able to plan for damages and such. Imagine what that would be like if the armor broke at certain times and took more damage than previously.

A headache, that's what.
 

AmrasCalmacil

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Why do I see this ending in shattered pieces of armour barely clinging onto a female character's breasts?
 

Fooz

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AmrasCalmacil said:
Why do I see this ending in shattered pieces of armour barely clinging onto a female character's breasts?
haha it will end up like that

and to answer your question, probably because like others said it would take up time and resources

Defense said:
Because it's unnecessary and it's probably not worth the price for the small detail put in the game. Dead Island had zombies with multiple layers(skin, flesh, muscle) to be more realistic, but they cut the feature out because no one noticed it.
why would they cut it out if they had already made it? thats more effort
 

Hyper-space

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Wolfram01 said:
Batman: Arkham Asylum. As you progress through the game his armour and cape get torn, and stay like that throughout the entire playthrough.
The thing is, they only had to make those few battle-damaged version of his costume, in an RPG you would have to do so with EVERY piece of armor/weapon/clothing, something that would end up consuming most of their time spent working on items, resulting in only 5 different pieces or armor/weapons/clothing.
 

PrimaVita

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Well, in WOW, a lot of the weapons and armor look alike. It the game was a Sci-fi game then you could have nano technology repairing the armor, like Wolverine's skin in X-Men origins. The thing is, wouldn't this add a level of immersion into the game, or am I completely off base here?
 

Wolfram23

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Hyper-space said:
Wolfram01 said:
Batman: Arkham Asylum. As you progress through the game his armour and cape get torn, and stay like that throughout the entire playthrough.
The thing is, they only had to make those few battle-damaged version of his costume, in an RPG you would have to do so with EVERY piece of armor/weapon/clothing, something that would end up consuming most of their time spent working on items, resulting in only 5 different pieces or armor/weapons/clothing.
Well I'm sure you're right about how it was done, but, I think something like this is just the next step in taking advantage of powerful computing. Make the damage models happen realtime using physics. Afterall, we have the ability to do advanced fluid physics and cloth physics... I see no reason it can't simply be done "on the fly" at some point.
 

gustcq

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Defense said:
Because it's unnecessary and it's probably not worth the price for the small detail put in the game. Dead Island had zombies with multiple layers(skin, flesh, muscle) to be more realistic, but they cut the feature out because no one noticed it.
Theres you best answer!

It's not worth it!

Would be cool though, however in something related i think it sucks when a game decided to make all weapons look the same
 

Hyper-space

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Wolfram01 said:
Hyper-space said:
Wolfram01 said:
Batman: Arkham Asylum. As you progress through the game his armour and cape get torn, and stay like that throughout the entire playthrough.
The thing is, they only had to make those few battle-damaged version of his costume, in an RPG you would have to do so with EVERY piece of armor/weapon/clothing, something that would end up consuming most of their time spent working on items, resulting in only 5 different pieces or armor/weapons/clothing.
Well I'm sure you're right about how it was done, but, I think something like this is just the next step in taking advantage of powerful computing. Make the damage models happen realtime using physics. Afterall, we have the ability to do advanced fluid physics and cloth physics... I see no reason it can't simply be done "on the fly" at some point.
Its not something you do "on the fly", it requires concept artists to first plan out what the battle-damage would look like, then for the digital artists (dunno the english word for it) to make the textures AND THEN for the programmers to implement the feature. This times 500 (if you want to make dynamic battle-damage and not just copy-paste the same texture over and over). All of this requires man-power and resources that could be better spent on the core gameplay, people think that you can have EVERYTHING in a game. They have to make priorities, especially when you talk about RPG's and other games with multiple armors/weapons/clothes.
 

Ordinaryundone

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I remember Wolverine: Origins doing it, but honestly after a while you kind of stop noticing. It doesn't help that the camera was usually zoomed out so far that they looked less like holes in his torso and more like big red TF2 splotches.
 

Wolfram23

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Hyper-space said:
Its not something you do "on the fly", it requires concept artists to first plan out what the battle-damage would look like, then for the digital artists (dunno the english word for it) to make the textures AND THEN for the programmers to implement the feature. This times 500 (if you want to make dynamic battle-damage and not just copy-paste the same texture over and over). All of this requires man-power and resources that could be better spent on the core gameplay, people think that you can have EVERYTHING in a game. They have to make priorities, especially when you talk about RPG's and other games with multiple armors/weapons/clothes.
Well you can keep thinking small, but it can be done on the fly. If things like this can be done real time, in game, there's zero reason it can't be applied in different ways:

It's all available for devs right now, and this type of stuff is in it's infancy, really.
 

Drakos.Amatras

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Depends on whether it's practical and necessary. A 3D model in a normal state and damaged state would count as two different files which, if it's to be applied to all models in a game, generally doubles the files (assuming the changes don't add/subtract a lot from their original files' size). If it's a game with only a few sets of equipments, great! Do it if you can afford it. But RPGs with a vast index of equipments? No need to waste funds.