Bevo
Nah
+718|6781|Austin, Texas
It seems to be coming more and more often.

Maybe I'm just new to the half life series, but in COD4 as well there seems to be more and more realism features, and it's the environment responding to gameplay.

I mean there's a a wooden pallet, you can smash it with your crowbar. There's an explosive barrel, you can shoot it until it explodes. In COD4, there's a wall, but it lets your bullet through. There's a TV screen, you can kill it with your gun.

I had an idea for an MMO, that would make EVERYTHING interactable. You combine hammer with a watch and you come up with... a broken watch. You had a piece of metal and pliers? You can make a fish hook. A stick and string too? A fishing pole. You enter some guy's house? With the appropriate skills you should be able to nick anything small. He catches you? You're damn well going to pay for it!

Finding an abandoned old shack means you can take whatever you can carry. Hell, let you carry a lot of stuff! But if it's heavy then you become very very slow...


Anyway, just throwing some ideas out.

Katter
Vilham
Say wat!?
+580|7026|UK
Tbh the new thing in alone in the dark where you can pick up objects and use them as melee weapons should be in every single RPG and adventure game from this point onwards.
Mutantbear
Semi Constructive Criticism
+1,431|6224|London, England

Vilham wrote:

Tbh the new thing in alone in the dark where you can pick up objects and use them as melee weapons should be in every single RPG and adventure game from this point onwards.
Too bad alone in the dark fails hard
_______________________________________________________________________________________________ https://i.imgur.com/Xj4f2.png
AussieReaper
( ͡° ͜ʖ ͡°)
+5,761|6413|what

MadKatter wrote:

There's a TV screen, you can kill it with your gun.
lol. Do you think TV's feel pain?


I agree that it would be a cool scenario, like in Crysis you walk to a bush and every leaf bounces off of you rather than immovable pixels you walk through but nothing changes.

It would be a coders nightmare however.

Last edited by TheAussieReaper (2008-08-10 18:26:00)

https://i.imgur.com/maVpUMN.png
Poseidon
Fudgepack DeQueef
+3,253|6797|Long Island, New York
As they should be. In 10 years I can't wait for to see how amazingly you can interact with the environment. If games want to go for realism, they need to advance upon that.
Mutantbear
Semi Constructive Criticism
+1,431|6224|London, England

alot of those ideas sound like Morrowind tbh
_______________________________________________________________________________________________ https://i.imgur.com/Xj4f2.png
Bevo
Nah
+718|6781|Austin, Texas

Poseidon wrote:

As they should be. In 10 years I can't wait for to see how amazingly you can interact with the environment. If games want to go for realism, they need to advance upon that.
I've seen graphics improve, gameplay improve, lag improve...

Now interaction needs to improve. This is a lot easier for MMOs than FPS though due to processing I'd suppose.
Bevo
Nah
+718|6781|Austin, Texas
Shit man, if I want to "use" my knife with a tree I should be able to stick it in the tree, carve off some bark, use it as an anchor to climb the tree, or make sawdust.

THIS is what needs to happen in all MMOs. IMO.
Mutantbear
Semi Constructive Criticism
+1,431|6224|London, England

MadKatter wrote:

Shit man, if I want to "use" my knife with a tree I should be able to stick it in the tree, carve off some bark, use it as an anchor to climb the tree, or make sawdust.

THIS is what needs to happen in all MMOs. IMO.
too much going on, I do believe that it will happen one day, but today it just isn't possible
_______________________________________________________________________________________________ https://i.imgur.com/Xj4f2.png
Bevo
Nah
+718|6781|Austin, Texas
I don't see why not, especially in the MMO department.
Poseidon
Fudgepack DeQueef
+3,253|6797|Long Island, New York

MadKatter wrote:

I don't see why not, especially in the MMO department.
I doubt modern CPU's/GPU's would be able to handle all of that going on.
Mutantbear
Semi Constructive Criticism
+1,431|6224|London, England

MadKatter wrote:

I don't see why not, especially in the MMO department.
Well you don't see why not because you don't know anything about game design and coding, its much more time consuming for games today and imagine if all these little details were incorporated, the game would take way to long to make and the amout of manpower and time would outweigh the profits the game would make
_______________________________________________________________________________________________ https://i.imgur.com/Xj4f2.png
Bevo
Nah
+718|6781|Austin, Texas

Poseidon wrote:

MadKatter wrote:

I don't see why not, especially in the MMO department.
I doubt modern CPU's/GPU's would be able to handle all of that going on.
I suppose I don't know how it works then. Isn't it just another "menu" item with an additional "item" entry?
Bevo
Nah
+718|6781|Austin, Texas

Mutantsteak wrote:

MadKatter wrote:

I don't see why not, especially in the MMO department.
Well you don't see why not because you don't know anything about game design and coding, its much more time consuming for games today and imagine if all these little details were incorporated, the game would take way to long to make and the amout of manpower and time would outweigh the profits the game would make
Time consuming is hardly an issue. If nothing else you can add these things in with patches after the game has been released.
Vilham
Say wat!?
+580|7026|UK

MadKatter wrote:

Mutantsteak wrote:

MadKatter wrote:

I don't see why not, especially in the MMO department.
Well you don't see why not because you don't know anything about game design and coding, its much more time consuming for games today and imagine if all these little details were incorporated, the game would take way to long to make and the amout of manpower and time would outweigh the profits the game would make
Time consuming is hardly an issue. If nothing else you can add these things in with patches after the game has been released.
Sorry but it doesn't work that way. What your suggesting would add hundreds of thousands of man hours to a games development in terms of design and programming. Those hours wouldn't relate to sales well enough for it to be remotely worth it.

Don't expect this sort of thing in games any time soon.

Time is the main issue when it comes to making games. The more delayed a game the more money it's costing to produce.

Last edited by Vilham (2008-08-10 18:46:48)

r2zoo
Knowledge is power, guard it well
+126|6856|Michigan, USA

MadKatter wrote:

Mutantsteak wrote:

MadKatter wrote:

I don't see why not, especially in the MMO department.
Well you don't see why not because you don't know anything about game design and coding, its much more time consuming for games today and imagine if all these little details were incorporated, the game would take way to long to make and the amout of manpower and time would outweigh the profits the game would make
Time consuming is hardly an issue. If nothing else you can add these things in with patches after the game has been released.
Whats he getting at is say a game were , for a very simple example take $1 to make, including paying the designers, develoeprs,etc.  The game sells $5 worth of product.  Profit of $4.

Now the same game incorporates alot more stuff, and production require more time, equaling more expensive, costing $4 to produce, yet still only selling $5.

Point hes making, is the cost from the extra development time isnt just a set amount of money, you need to pay people for more hours, more work, developement, etc.  these costs add up and that requires a game to sell more copies to make a profit, making it not econmoically feasible for the company.
SgtHeihn
Should have ducked
+394|6747|Ham Lake, MN (Fucking Cold)

Vilham wrote:

MadKatter wrote:

Mutantsteak wrote:


Well you don't see why not because you don't know anything about game design and coding, its much more time consuming for games today and imagine if all these little details were incorporated, the game would take way to long to make and the amout of manpower and time would outweigh the profits the game would make
Time consuming is hardly an issue. If nothing else you can add these things in with patches after the game has been released.
Sorry but it doesn't work that way. What your suggesting would add hundreds of thousands of man hours to a games development in terms of design and programming. Those hours wouldn't relate to sales well enough for it to be remotely worth it.

Don't expect this sort of thing in games any time soon.
Its kinda like the whole EA/Dice thing, we have found hundreds of glitches in the game. They could fix it but it is not economically viable to do that.

i.e. it would cost too much.
Bevo
Nah
+718|6781|Austin, Texas
Oh well. I don't think it would take that long, but thats why I went here.

I can understand the cost issues, but the CPU/GPU issue confuses me even more. It's an MMO, all it would be is a dropdown and possibly animation. Right?

Edit: PS, I'm no stranger to "economically viable" "man hours" or any of that. I don't know about you guys though, but I could spend hours just plain looking around for stuff to make into more stuff...

Last edited by MadKatter (2008-08-10 18:50:35)

AussieReaper
( ͡° ͜ʖ ͡°)
+5,761|6413|what

MadKatter wrote:

Oh well. I don't think it would take that long, but thats why I went here.

I can understand the cost issues, but the CPU/GPU issue confuses me even more. It's an MMO, all it would be is a dropdown and possibly animation. Right?
Your not talking about a simple animation though. What you want to see is a physics engine. Followed by the pretty pixels. (most)Games aren't designed like that to start with.

First you build the model, then add the basic physics principles and then a lot of time goes into the gfx side of things.

Rag doll is an example of this.

It's only been in recent games you've seen rag doll animation because the processing power has caught up.

Look at the death animations for doom. Very simple. Add in a physics engine and you have bodies that hit the floor and bounce and roll to their side.

The rag doll animations we have at the moment are far from perfect too however, case in point:

https://img.photobucket.com/albums/v83/rac_goshawk/shot0048.jpg

Last edited by TheAussieReaper (2008-08-10 18:58:23)

https://i.imgur.com/maVpUMN.png
Bevo
Nah
+718|6781|Austin, Texas

TheAussieReaper wrote:

MadKatter wrote:

Oh well. I don't think it would take that long, but thats why I went here.

I can understand the cost issues, but the CPU/GPU issue confuses me even more. It's an MMO, all it would be is a dropdown and possibly animation. Right?
Your not talking about a simple animation though. What you want to see is a physics engine. Followed by the pretty pixels. (most)Games aren't designed like that to start with.

First you build the model, then add the basic physics principles and then a lot of time goes into the gfx side of things.

Rag doll is an example of this.

It's only been in recent games you've seen rag doll animation because the processing power has caught up.

Look at the death animations for doom. Very simple. Add in a physics engine and you have bodies that hit the floor and bounce and roll to their side.

The rag doll animations we have at the moment are far from perfect too.
The physics/animation side of it can be omitted for that obvious reason, but the item interacting shouldn't be that hard to code or run.

Last edited by MadKatter (2008-08-10 18:59:29)

AussieReaper
( ͡° ͜ʖ ͡°)
+5,761|6413|what

I see what you mean, but in FPS the object interaction is done with a physics engine. In an MMO what you suggest with a drop down box for each and every item would be very good.

But I'm saying that at the moment it is very unfeasible for a FPS.
https://i.imgur.com/maVpUMN.png
Vilham
Say wat!?
+580|7026|UK

MadKatter wrote:

TheAussieReaper wrote:

MadKatter wrote:

Oh well. I don't think it would take that long, but thats why I went here.

I can understand the cost issues, but the CPU/GPU issue confuses me even more. It's an MMO, all it would be is a dropdown and possibly animation. Right?
Your not talking about a simple animation though. What you want to see is a physics engine. Followed by the pretty pixels. (most)Games aren't designed like that to start with.

First you build the model, then add the basic physics principles and then a lot of time goes into the gfx side of things.

Rag doll is an example of this.

It's only been in recent games you've seen rag doll animation because the processing power has caught up.

Look at the death animations for doom. Very simple. Add in a physics engine and you have bodies that hit the floor and bounce and roll to their side.

The rag doll animations we have at the moment are far from perfect too.
The physics side of it can be omitted for that obvious reason, but the item interacting shouldn't be that hard to code or run.
what i think you described is dynamic interaction, this is exactly the sort of thing that adds HUGE amounts of time to a games development, preprogrammed and animated things that you have later described are already available in hundreds of games, if what you are suggesting is truly dynamic as in, if you bend a piece of wire with pliers it has hundreds of axis's and thus you can form any shape you want then that would be new but if your suggesting you get a piece of wire and bend it and it always comes out as the same object with exactly the same model then you aren't suggesting anything new whatsoever as that is what games already do.

If you want an MMO with tons of detail just play Roma Victor, however the fact that it has tons of detail means its got really crappy graphics and has been in development for like 8 years. It doesn't dynamically do anything, you just hit a tree and get some bark or whatever and the tree model shows no change then you do whatever with that material.

Its not enviromental interaction its just loads of unnecessary detail that doesn't really make the game more fun, in fact its a rather boring MMO.

Last edited by Vilham (2008-08-10 19:06:50)

Bevo
Nah
+718|6781|Austin, Texas

TheAussieReaper wrote:

I see what you mean, but in FPS the object interaction is done with a physics engine. In an MMO what you suggest with a drop down box for each and every item would be very good.

But I'm saying that at the moment it is very unfeasible for a FPS.
I can see that until processing/GPU processing can handle such a thing. I'm sure it will never be cost effective. One can dream.

@Vilham:

I know it's nothing "new", but it should be broadened. (for example) If you match --> log in a number of games, you make a fire. But if you knife --> tree, nothing happens I'm sure.
Vilham
Say wat!?
+580|7026|UK
see my edit. There is already a game that does what you describe.

The reason this system isn't in more games is because its very unfriendly to users. You don't want to make a game where you need gather 50 ingredients to make a cake, it makes it more realistic but it makes it shit boring.

There really is a limit to complexity of crafting and interaction that just becomes annoying more than anything.

Last edited by Vilham (2008-08-10 19:10:34)

Bevo
Nah
+718|6781|Austin, Texas

Vilham wrote:

see my edit. There is already a game that does what you describe.

The reason this system isn't in more games is because its very unfriendly to users. You don't want to make a game where you need gather 50 ingredients to make a cake, it makes it more realistic but it makes it shit boring.
Sure, but could it make it into all future games or do you simply thing the cost efficiency isn't there?

Edit: Rather than make it "necessary" for anything, make it an alternate method, make a makeshift weapon out of a tree limb and some nails or something. I can see it being a "bad" thing, but not if controlled correctly.

Last edited by MadKatter (2008-08-10 19:11:38)

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