April 25, 2013 at 6:42 pm #86315
I just read an interesting article on Gamasutra (http://bit.ly/17TmdRo); it’s not the best written piece but I thought it was great fodder for discussion. Essentially the author is arguing that as games become more realistic graphically, then many of the in-game tools and interfaces (think weapon wheels, invisible walls, or regenerating health) will need to change as well or we risk breaking the player’s immersion.
He made some good points. Two of the biggest games this year (Tomb Raider and Bioshock Infinite ) suffered from this to some extent as the game mechanics often ran counter to their narrative they were trying to tell. In Tomb Raider, Lara is supposed to be a green, naive grad student dropped on an island with viscous murderers and forced to find a way to survive; when you’re in control, however, she is an elite commando bullet sponge with impeccable aim (at least when I was playing). In Bioshock, when the action starts, all the people in this floating, living city disappear and are replaced by apples and ammo boxes in the oddest of places, and you’re companion is blissfully unaware of the gruesome violence you are dishing out.
I agree that these tropes, when you think about it are out of place and don’t fit within the world the game sets out to deliver…but at the same time, I’m not looking for a simulator. Surviving with no combat skills on an island of armed thugs would not be fun in real life. You would never have enough ammo, you would miss 99% of the time and would probably have to spend most of the time hiding. I don’t want to play that game…sounds frustrating.
Thoughts? Do these type of gaming tropes bug you or pull you out of the moment?April 26, 2013 at 7:55 am #86337
Constraints in the number of buttons you have. Ex: Skyrim, where non fighter classes had you dropping into menus all night. Constraints in the form of disk space usage. Ex: Assassin’s Creed, where just the animation skeletons took up over 10% of the console ram. Constraints in dick space usage. Even if you use procedural content generation like speedtree, you only have a few gigs to work with, cramming all of your pre rendered stuff alongside the game part of the game. Then there’s a narrative constraint, where a level designer specifically wants you to go somewhere and see things that they worked on.
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