I'm with you, I think If games looked as good as half life 2 I'd be happy, and that was nearly 6 years ago. I really think it's pushing in the wrong direction, More dynamic worlds are indeed the way to go. Last game I played that really interested me was Fallout 3 actually, and that's a far cry from all the pretty games going around. It's almost ugly in parts, but the focus on broader scope and interaction With vast amounts of people and events wowed me no end.GodKlown said:I don't know about anyone else, but aren't we all a little tired of having to play musical chairs with our hardware every 6-12 months to keep up with games? I would really like to see a firm graphics system that is 99% bug-free instead of a new version of light shading.
I'd be happy with Battlefield 2 graphics for every future game being released. I've gotten to the point where I don't bother upgrading my rig for a specific game. 9 times out of 10 the $400 investment won't be worth it since those 3 year old games are still taking up most of the hard drive space... and my free timeOutright Villainy said:I'm with you, I think If games looked as good as half life 2 I'd be happy, and that was nearly 6 years ago. I really think it's pushing in the wrong direction, More dynamic worlds are indeed the way to go. Last game I played that really interested me was Fallout 3 actually, and that's a far cry from all the pretty games going around. It's almost ugly in parts, but the focus on broader scope and interaction With vast amounts of people and events wowed me no end.GodKlown said:I don't know about anyone else, but aren't we all a little tired of having to play musical chairs with our hardware every 6-12 months to keep up with games? I would really like to see a firm graphics system that is 99% bug-free instead of a new version of light shading.
He was talking about how this game introduced fully traversable set pieces. Most games would reduce many of the sequences in Uncharted 2 to cut scenes or quick time events. The train is notable as being the largest of these interactive set pieces, so it gets a lot of attention, but the tech that went into that is the same tech that allowed you to maintain full control during the trucks sequence and the collapsing building sequence, neither of which would have been possible without the tech they developed.Fearzone said:Interesting example you chose for a discussion of a gaming innovation other than graphics. I'm curious how fighting on top of a moving train improves the gameplay? Furthermore, the top-of-a-moving-train sequence reminded me of the one in Killzone 2.
Starfighter 3000 was the first game with fully deformable terrain, it came out in 1994.Shamus Young said:Red Faction: Guerrilla brought us destructible environments.
While I certainly appreciate the technical examples you give, and I think you make an excellent point that there are still many technical hurdles to creating the wet-dream of a nearly dynamic gameworld, this first bit gave me the most pause. The issue of doors being destructible, and chokepoints being assaultable with trucks, are both things that people in real life deal with all the time. I would think that real-life solutions might offer possibilities for your game world. Alarms on doors, impassable vehicular barriers. Etc.mooseodeath said:destructive access in games is a problem not a future. level design becomes a huge PITA, how do you control progression if someone can blow the bricks off the locked door? how do you stop the player driving a truck through your expertly setup chokepoint because trhe barriers could never be sufficient.