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Alex St. John on PC gaming

Posted: Wed Oct 15, 2008 12:23 am
by Jonathan
Alex St John wrote:And so, what you see, is one of the reasons that games that have 40 million dollar budgets, wheras are 80 percent of the cost of the game is art now, and the art replaces, or fakes, the absence of good 3D or realistic 3D physics. Because instead of having a realistic interaction with the [game] world, what I do instead is create a lot more animations, for every possible scenario in the gameā€¦.

That's become too burdensome for big publishers to sustain. So I think you're at a point where, from DirectX 10, it's pretty hard to make anything but incremental performance without a radical change in architecture.
I never really thought about it this way, but it makes perfect sense. So much of a game's budget is spent on art trying to make the game interactions look realistic. Seems like a better plan is to spend money on programming simulations that produce realistic-looking results.

Re: Alex St. John on PC gaming

Posted: Wed Oct 15, 2008 1:36 am
by George
Ah, but more realistic doesn't directly translate to more entertaining, or even more immersive. I specifically remember a moment in FFVI. That game had maybe two dozen sprites per character, each on the neighborhood of 20x20 pixels. Anyway, at one point, a ledge drops out from under the characters. In a very cartoony way, the characters hang there for a second, switch to a sprite with their eyes bugged out and mouths open wide, and then fall. Far more entertaining than a perfectly modeled collapse would have been.

One of the popular lighting algorithms (specular? gourad?) is completely bogus physically, but just looks good.

Animation and even some recent live-action stuff are full of those kinds of tricks that give more impact than perfect realism would, and I think they should absolutely stick with them over realism for realism's sake. But I also agree that in a single game, you (the player) are probably not going to appreciate $32 million of art.

And, to contradict myself, I was playing Oblivion. It started to rain, and I ducked under a ledge. It wasn't until I noticed that the rain fell through the ledge that I realized how silly that was. Now that's an immersive level of realism. Hell, if they had gotten the physics right, I might not have realized it and actually waited out the rain.

Re: Alex St. John on PC gaming

Posted: Wed Oct 15, 2008 4:14 pm
by Jonathan
I guess realism is the wrong word. You should be able to achieve effects algorithmically rather than using an army of artists. Spore, for example, has an infinite number of cute monster walks.

Re: Alex St. John on PC gaming

Posted: Wed Oct 22, 2008 5:23 pm
by Jonathan
http://www.ocmodshop.com/ocmodshop.aspx?a=1379

Valve's latest title uses procedurally generated monster population. It doesn't sound like the levels themselves are procedurally generated, just the attacks.

Re: Alex St. John on PC gaming

Posted: Fri Oct 24, 2008 9:34 pm
by Vyrosama
Dwindlehop wrote:http://www.ocmodshop.com/ocmodshop.aspx?a=1379

Valve's latest title uses procedurally generated monster population. It doesn't sound like the levels themselves are procedurally generated, just the attacks.
Looks interesting...anyone plan on getting this? I wouldn't mind co-oping through this :twisted:

Re: Alex St. John on PC gaming

Posted: Sat Oct 25, 2008 3:03 pm
by Jason
Vyrosama wrote:
Dwindlehop wrote:http://www.ocmodshop.com/ocmodshop.aspx?a=1379

Valve's latest title uses procedurally generated monster population. It doesn't sound like the levels themselves are procedurally generated, just the attacks.
Looks interesting...anyone plan on getting this? I wouldn't mind co-oping through this :twisted:
sure, just need to get a stable internet connection for my main system.