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"Open questions"

7 Comments -

1 – 7 of 7
Anonymous Anonymous said...

It falls down to the difference between fidelity and style... one is easier to achieve and the other is style...

October 29, 2011 at 4:25 AM

Blogger DEADC0DE said...

No it doesn't

October 29, 2011 at 12:28 PM

Blogger namar0x0309 said...

Very interesting "Gestalt-ian" breakdown of games. I'm surprised it is a surprise to me, but we're so focused in nailing down the specifics, that we sometimes forget the orchestration of the whole!

Now the question is... should the game detect the player's environment and tweak itself to portray as much as possible the mood it was originally going for... I'm thinking about: 30-60FPS, texture blurring, aliasing etc.

I noticed in Uncharted 2 for example that the cinematic sequences upped the ante on graphics, blur and such while gameplay tweaked the engine to be sharper and less on the post processing effects. I know this is an optimization as they're more stuff happening during gameplay (physics, AI and such), but it does make a difference in subconsciously triggering "passive" or "active" mode for the player. Now that I think about it, that's why we're sometimes caught off by surprise when a "non-gameplay" sequence goes into one directly!!!

More stuff to elaborate but got to get back to work! Nice article!

October 30, 2011 at 9:59 AM

Blogger DEADC0DE said...

namar: I think there are two levels to this.

One, which I'm currently more interested in, pertains if you want the "immersion" (perception of "CG-ness"). We always aim to sell something that feels authentic (even if not realistic) and there are certain artifacts which matter more perceptually than others, have a bigger influence in breaking the immersion.
I think that carries over all technical decision we make, not only in rendering but also animation, sound, presentation in general, as there are many choices we routinely make without a strong understanding of what is "better".

We are just starting to understand "better" and "worse" in terms of physical models and approximations of them (i.e. this hack in this shader makes sense because the physical material behaves a bit like this) but we know almost nothing about what matters most to people (i.e. the diffuse here has to be modeled accurately because human vision is good at spotting errors in this context).

The second aspect regards the expression. What should we do to convey a given feeling or idea. This second one is more a matter of art-direction and I think we know already more about this than we do about the former.
What is still lacking is a scientific analysis of what some given devices do in the average player, but to be honest there is some work there, something is moving (i.e. psychopsychological analysis of videogames).

October 30, 2011 at 1:31 PM

Anonymous Anonymous said...

Atmosphere, immersion and music are my favorite things in entertainment media. But how can I take what you are talking seriously when you don't mention ME1. I can go to ME1 again and it's still better atmosphere-wise and there's no contest. ME2 had some good moments near the end but it truly felt like work to get there. Mind numbing battles compared to the great tactical stuff in ME1, that was so great I immediately called for same system to other games. Can't say same about ME2.

When I finished ME1 I rated it 8/10. ME2 was like 6/10.

I'd have given ME1 10/10 if it weren't for the parts of the game that were there just to pad out what the producers probably deemed not enough content. I'd rather have 1 hour of mind completely blown rather than 60 hours of "please can we get on with this" to get into the stage "wait for ME3.. and 4 and 5..." to get on with the plot.

I'd have rather finished the Reaper plot in single or at most two games and have the writers write NEW AND ORIGINAL stuff even if it happened in the same galaxy. Of course maybe it isn't going to be just as epic as the Reaper stuff but so what. There's lot of great sci-fi literature the games could draw on if they don't have writing talent available.

February 5, 2012 at 11:22 PM

Anonymous Anonymous said...

Actually ME2 was so forgettable and bland I can't even remember how it ended right now.

I remember stuff from ME1 much better. The last boss fight was bit lame but all the story delivery was *epic* vs ME2 *snore*.

February 5, 2012 at 11:33 PM

Blogger DEADC0DE said...

"But how can I take what you are talking seriously when you don't mention ME1"... by understanding that I'm making examples (about visuals, not even storytelling) and that these are far from being the point I'm making.

But I will use my super powers of commenter divination and tell you straight: "go back to r/truegaming", this is not a gamers forum to circlejerk and write reviews of your favorite games, it's a rendering blog for rendering professionals or people passionate about it and I will delete any comment attempting at even starting to go in that direction.

Bye.

February 6, 2012 at 1:29 AM

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