Ice Nine...

archie4oz said:
Uhhh... No different... Why should a character development system be affected by whether the game is 2D or 3D? Hell the game could've been an isometric sprite based game and the gameplay would've remained largely unchanged.

I never played FF, took a gamble. <shrug>

But, I can hardly imagine that there has been no gameplay advance in the FF games that has been a direct result of the increase in graphics brought about by seeing a 3D figure realistically onscreen.


I mean, look at the true Next Generation Games (or the ones I can think of off the top of my head):

Project Ego, for example, is a posterboy of this. Appearences slowly graphically reflect descision you've made in the game world and how your perceieved and approached by others. The list that support my opinion is huge in this game.

Sigma by Relic looks almost equally impressive from this standpoint. It's gameplay is based around combining elements from diffrent creatures to form new ones in your gameworld. These new creatures, which have visable features from each animal, are defined by how they look. This wouldn't have been feasible (in a fun way or how Alex has envisioned it) without the graphical power thats now avaliable. Period.

The Getaway and it's lack of an on screen GUI, which is possible due to the graphical possibility of showing actual wounds, health, directions, et al, all in-game definatly impacts the gameplay. From all indications, it's a very positive asperct of the game
 
I'm a massive FF/Square fan, but I can truthfully say that the games graphics over the years have had absolutely zilch affect on the gameplay :) Only POSSIBLE exception would be the facial animations used to convey emotion in X...

But as Archie said, X could run on the FF IV "engine" and it'd be the same game...
 
Project Ego, for example, is a posterboy of this. Appearences slowly graphically reflect descision you've made in the game world and how your perceieved and approached by others. The list that support my opinion is huge in this game.

Yes, but I don't think current or future graphics are necessary for this. It does help in creating a more convincing scene to convey the notion, but it's not a requirement. If anything it's more tedious game engine design and some serious case of artist abuse... ;)

Sigma by Relic looks almost equally impressive from this standpoint. It's gameplay is based around combining elements from diffrent creatures to form new ones in your gameworld. These new creatures, which have visable features from each animal, are defined by how they look. This wouldn't have been feasible (in a fun way or how Alex has envisioned it) without the graphical power thats now avaliable. Period.

Sounds a lot like Jade Cocoon (a PSX game, sequel being on the PS2)...

The Getaway and it's lack of an on screen GUI, which is possible due to the graphical possibility of showing actual wounds, health, directions, et al, all in-game definatly impacts the gameplay. From all indications, it's a very positive asperct of the game

Bushido Blade (and the sequel) did very much the same thing on the PSX (in fact I think the series *really* went downhill when that aspect was removed for a more traditional damage meter method when Lightweight moved from us to Crave)...
 
archie4oz said:
Yes, but I don't think current or future graphics are necessary for this. It does help in creating a more convincing scene to convey the notion, but it's not a requirement.

See, thats where I disagree with you. As I previous stated 4 or 5 times, the visual stimuli that the developer can present to the play is totally dependent upon the graphical ability of that time. Without todays graphics, the developer would not be able to impliment the features talked about above in the same regards.

Sure, you can advocate what Ben does and play a game without any graphics what-so-ever - just looking at the raw data streams... but thats not fun gameplay.

As graphics advance, the developer can show more and more stimuli to the player. This opens up the door for effects like above, where entire settings, backgrounds, landscapes dynamically change to reflect your actions and then in-turn infleunce the way your character is percieved.

Regardless of how you, or Ben, or anyway, trys to say this was possible before - it clearly wasn't.

If anything it's more tedious game engine design and some serious case of artist abuse... ;)

HA! Although, in quite honesty and with no inherient offense, I'd call it developers pushing the envelope and being creative. It's quite sad if the core gameplay of FF hasn't changed at all - what Peter or Alex are doing in the above games is amazing, it's that kind of game which shows what a developer can do to extract the gameplay potential that I speak of.


Sounds a lot like Jade Cocoon (a PSX game, sequel being on the PS2)...

Similar, but I think your missing the scope of Stigma and how the enviroment of the several islands you fight on infleunces the resulting animals. Then, unlike Jad Cocoon again, the deeper genetic system is possible now that they can physically show the individual traits are dominent and recessive. The physical characterists infleunce battles (think scaring the opponent), ect... the list is big and we barely know much of the game.

I'd say this is what Jade Cocoon could have been if the developers had the resources and graphics that would allow for it.

Bushido Blade (and the sequel) did very much the same thing on the PSX (in fact I think the series *really* went downhill when that aspect was removed for a more traditional damage meter method when Lightweight moved from us to Crave)...

This I don't know of. I'll give you the benefit of the doubt. But the fundimental idea that you can now portrey stats that have typically been left to a GUI in the actual game is a feature that will be alot more prevelent as graphics allow for the developer to send such stimuli to the player in the game.
 
archie4oz said:
Yes, but I don't think current or future graphics are necessary for this.

Speak of the devil, A developer diary of Fable (Project Ego's new name) was released today. Lets check out an excerpt:

The Reactive Hero
Rather than displaying traditional RPG stats, we rely on morphs that we can apply to the hero. In addition, we try as much as we can to ensure the hero looks as if he's reacting to the world as events occur via tiny animation modifications and facial expressions (rather than standing about looking as if he has an explosive wet fart held in check through willpower alone -- see Max Payne).


An longer example of how being able to portrey something graphically allows for added gameplay potential (as in this case, way beyond what the dev team origionally anticipated for a asomewhat perverted sequence):

The Reactive Hero + A Simulated World
Now we add the two together, and let our test team loose. [Shoot].

Picture this: it's a warm balmy day in Bowerstone. The butterflies flutter by, and the heady scent of jasmine is carried toward you with each puff of wind. In the distance, children can be heard playing outside the schoolhouse, reluctant to end their games and begin class.

Footsteps; pad, pad, pad. Cut to a grim face outlined against the town gates, staring into the distance, out toward the schoolhouse.

The children have begun class now, ushered in with a few terse words from their teacher. One of the children stares, bored, out of the window. Was there something out there?

The man is in shadow, creeping into the schoolhouse step by stealthy step. The teacher has her back to him. She suspects nothing.

One by one, all of the children in the front room begin to stare at a point behind the teacher. The class falls silent. The teacher eventually hears a noise behind her, turns and...

...sees a burly naked man standing in the middle of a schoolroom smiling happily at the assembled class. He cheerily raises a middle finger. And then the screaming begins...


The Conclusion
It's a scene from the front pages of a tabloid. It also shows how the general game-playing public, or 'fequinbustuds' as we like to call them, abuse our entirely innocent features at the first opportunity. So, in defence of design, I'd like to note these points:


-The hero is smiling because nothing is attacking him and he feels safe.
-He's staring and smiling at the children because they happen to be nearby and he can potentially interact with them. Yes, we know, we know: he needs to blink more.
-The children are looking at him because he's a new thing in their view-cone. Admittedly, the focus point for the hero is his crotch. This is being fixed.
-They scream because 'flipping the bird' is seen as threatening behaviour


Other interesting quote(s):
"During an early period of experimentation, we found that children were incredibly emotive; their reactions had an astonishing impact on players."

"Most importantly, children stare with some intensity at anything 'interesting' (women's facial hair, breasts, poo -- anything to embarrass people, really)."
 
Sounds like some great atmosphere! But really, the core gameplay isn't changed that much over stuff that's already been done. Live A Live on the Super NES, anyone?

That does sound like an incredibly immersive experience though. Uber attention to detail.

See, one problem I have with what you just quoted, Vince, is that most of that text sounds like a cutscene with no gameplay. :-? (under The Reactive Hero + A Simulated World)
 
...The one thing i've been wanting for yrs is a 3d fps with deformable geometry on planetoid esque worlds... closest thing is the limited Geo-mod on red faction...

D@mn just imagine a 3-5Km+ radius planet fully destructible and all, maybe even with a nearby moon.... dozens or even 100s of char.s causing massive havoc.... WHEN WILL IT HAPPEN?!?
 
Tagrineth said:
Sounds like some great atmosphere! But really, the core gameplay isn't changed that much over stuff that's already been done. Live A Live on the Super NES, anyone?

Um, I think if you take the time to research the game, you'll see just how much of an impact the graphics has upon the game. The sheer amoutn and useage of emotion that infleunces the gameplay is enormous - this would be blatently impossible without the graphical power that we now have.

See, one problem I have with what you just quoted, Vince, is that most of that text sounds like a cutscene with no gameplay. :-? (under The Reactive Hero + A Simulated World)

Actually, this is in-game, with real gameplay... quite amazing actually. I took it a bit out of context, as it was done as an example of how advanced games can be abused or twisted and get results that are totally polar to what the developer anticipated. Thats why the guys totally naked and staring at the little kids!!

The actual game has graphical respresentations of the player in a variety of cloths (even down to a thong type thing) that can be ripped or damaged, this can inturn infleunce how the player is percieved. The enviroment will change graphically to show your infleunces upon it, and the ingame characters will react to your graphical state.

That does sound like an incredibly immersive experience though. Uber attention to detail.

Exactly, it's this Uber attention to detail that allows the developer to show graphically complex ideas and actions/reactions.

The way I think of it is from a theoretical physicics point of view. If you look at the great physicics of the 20th century, they all thought visually/graphically. They (Feynman is a great example; Einstein is way to cliche) all would think up this amazing picture of an event, then work out the math later. Feynman's Diagrams are a great example, you can compress millions and millions of mathmatical steps into a series of diagrams visually. Fuck, you can show the entire S-Matrix graphically in this way.

The same goes for a game. The more detailed the graphics become, the more information that can be shown to the gamer visually in an instant of stimuli - this inturn allows for added gameplay potential. This is obvious, we've covered only a small fraction of what can be done with advanced graphics. It's hard to think this stuff up, stuff that has yet to be done; but it will come.

It's just unfortunate that this board, one of the preeminent on the 'net, refuses to think dynamically about issues such as this.
 
Vince said:
See, one problem I have with what you just quoted, Vince, is that most of that text sounds like a cutscene with no gameplay. :-? (under The Reactive Hero + A Simulated World)

Actually, this is in-game, with real gameplay... quite amazing actually. I took it a bit out of context, as it was done as an example of how advanced games can be abused or twisted and get results that are totally polar to what the developer anticipated. Thats why the guys totally naked and staring at the little kids!!

Didn't say I thought it was prerendered, just that it sounds like a scripted cutscene in that section.

The same goes for a game. The more detailed the graphics become, the more information that can be shown to the gamer visually in an instant of stimuli - this inturn allows for added gameplay potential. This is obvious, we've covered only a small fraction of what can be done with advanced graphics. It's hard to think this stuff up, stuff that has yet to be done; but it will come.

It's just unfortunate that this board, one of the preeminent on the 'net, refuses to think dynamically about issues such as this.

I guess you could argue for better gameplay potential. I do however believe most 3D game developers need to go back and play some SNES, Genesis, and PC-Engine games, and learn what true "gameplay" is rather than pumping up graphics without adding to gameplay in the process. :-?

Most devs just don't take advantage of the increased potential of advanced machines nowadays...
 
It's just unfortunate that this board, one of the preeminent on the 'net, refuses to think dynamically about issues such as this.

You bring up a whole bunch of different points on how you see visuals enhancing gameplay but they all have one common element, they are simply an updated version/evolution of something that has been done before they simply have added visual aids. Take Morrowind as an example. People respond to you in a much more positive manner if you are clothed within their class(basic clothes for poor people, exquisite clothes for the wealthy and a bunch in between). They also respond to you in a negative fashion if you happen to catch a disease. The thing is, Morrowind is natively first person in perspective. You can't see your clothes when in that view, and even if swap the camera around you can't see that your sick(however you have an indicator to show you you are).

Factoring in that advancement in Morrowind relies on having certain people think favorably of you, differing clothes and other factors already effect gameplay elements in the title, however they do so in a manner that you have to check a menu screen or look at an icon to do it. Not seeing the clothes, or the fact that you are diseases does not effect the gameplay, it enhances the submersive factor. BTW- I'm using Morrowind as it is recent and convenient, numerous RPGs have had similar schemes in years past.

On a side not, I wouldn't trust the people at Lionhead when talking about their game. They have to be the single best example for disgustingly overhyping a game and underdelivering(Black&White anyone). It may end up being everything they say, but so far they are batting .000.

Back to one of your earlier points that I never got around to responding to-

640*480/20,000= 15.36

So for those 20,000 characters you have on screen you can draw just over fifteen pixels each for them, if absolutely nothing else is visible. Tell me, how complex do you think a fifteen pixel object needs to be? ;)

I figured the numbers out before I made the comment about the chips being able to do it. Using a geometric LOD system and repeating textures(which would be natural when you have two warring factions) and models the graphics chip would be capable of handling what you would need for the scenario, noise on the screen ;)

This opens up the door for effects like above, where entire settings, backgrounds, landscapes dynamically change to reflect your actions and then in-turn infleunce the way your character is percieved.

This is already being done in games, without visual representation. I'm not thinking linear hear Vince, you aren't coming up with any breakthrough gameplay here, just a different level of immersion.

From the shadows discussion earlier- the same play mechanics have changed from line of sight to looking at shadows. That is the extent of the gameplay differences. Is the newer way more immersive? Absolutely, but not some breakthrough gameplay technique.
 
Anyone who would believe a single word coming out of Lionhead's mouth is obviously too foolish to learn from past experience. :rolleyes:
 
Ben, your arguments are becomming weaker....

BenSkywalker said:
You bring up a whole bunch of different points on how you see visuals enhancing gameplay but they all have one common element, they are simply an updated version/evolution of something that has been done before they simply have added visual aids.

Ben, I've shown quite well how increased graphical presentation has allowed for greater and greater developer fredom in implimenting new and differing forms of gameplay.

Infact, other than your sterotypical "I'm God, beleieve me because I'm Ben" responces, you've shown shit.

So, I'm guessing you approve of playing games viewing only the raw data streams? Good times.... ;)

Take Morrowind as an example. People respond to you in a much more positive manner if you are clothed within their class(basic clothes for poor people, exquisite clothes for the wealthy and a bunch in between). They also respond to you in a negative fashion if you happen to catch a disease. The thing is, Morrowind is natively first person in perspective. You can't see your clothes when in that view, and even if swap the camera around you can't see that your sick(however you have an indicator to show you you are).

Wow, thanks for proving my point. The increased precision and computation of modern day graphics allows for the developer to do away with the indicator and add this in game. The character could cough, have red and wet eyes, breath heavily, seem faint. This can then turn into gameplay - Maybe I can hide the fact that I'm sick if I wear this, or stand like so with the sun behind me, or have some way of user controlled holding of sneezing (rapid button pushing to test tolerences perhaps). Do this with your raw data streams and game the gameplay fun.

Graphics will allow for, as in Fable, the character to tan if in the sun, if he uses his arms swinging a sword, his muscles buldge - all of these can turn into game play inhancing features if the developer so chooses to spend the time and resources doing it.

However they do so in a manner that you have to check a menu screen or look at an icon to do it. Not seeing the clothes, or the fact that you are diseases does not effect the gameplay, it enhances the submersive factor.

Ben, are you an idiot... read my posts. It does affect the gameplay as your not playing the game as you're looking threw some sub-menus or icons. But, by implimenthing these seemlessly threw graphical presentation, you can have them become focal points of the gameplay. Again, look at Fable or Sigma.

If I see someone whose visually sick or appears to be dying, I won't go near them. If I'm preparing for a battle and I see my opponents is physically huge and super phyched for battle, maybe I'll high-tail it outta there and run. Increased graphics will alow for better battlefields and realisatic forests and jungles that will be huge on the gameplay side in a stealth or similar type of game.

Not even to mention Doom3 - take away the graphically alowable darkness and shadows and you have no gameplay. Make the game as bright as Serious Sam and lets see how scary it is and how fundimentally the gameplay experience changes... Ohh, there's a monster 30 yards up under the bright florescent lighting - Sniper rifle... Scores!

On a side not, I wouldn't trust the people at Lionhead when talking about their game. They have to be the single best example for disgustingly overhyping a game and underdelivering(Black&White anyone). It may end up being everything they say, but so far they are batting .000.

Um, but of course - because Ben said so. Not onlt is this utterly and totally irrelevent, but it's a pretty pathetic attempt at discrediting something.

I think Big Blue Box & Lionhead will do fine.

640*480/20,000= 15.36

So for those 20,000 characters you have on screen you can draw just over fifteen pixels each for them, if absolutely nothing else is visible. Tell me, how complex do you think a fifteen pixel object needs to be?

Wow, thanks for showing just how linear in thinking you truely are. So, all 20,000 are doing to be the same distance on the viewplane? OMG!! That means like ateleast 5,000 of them are going to be hovering in the game at the same distance from the 'camera' as the ones directly below them!!

Um, lets think dynamically Ben - good times. If there's 20,000 soldiers, the ones in the foreground will consume more pixels opposed to those in the distence. I battle with 20,000 combatents will be over tens (maybe a hundred) square miles. Thus, in the distance the combatents will take less pixels up and thanks to that whole LOD thing consume less resources. But, this is possible - the cohesion between chacters in the foreground will be intact and in the distence, it will blur into a mob of people with the occational flaming arrow visable.

Now, each of these combatents can prove to be vital to the gameplay - regardless of distanance. The developer can pull of a LoTR: TTT type battle where you start by getting yout ass kicked and then something happens (heh) - An example is perhaps you finally arive with a necessary artifact or person that causes a rally cry to go throught the people and you win. Or perhaps the outcome of the 20,000 could be tied to your own preformance. The options are huge.

Noise on the screen ;)

It might be noise, but it openes up the possibility for gameplay options and combinatiosn that just aren't there now.

This is already being done in games, without visual representation. I'm not thinking linear hear Vince, you aren't coming up with any breakthrough gameplay here, just a different level of immersion.

Um, I think I've shown it well enough. You've still never answered most of my questions. For example, if your right (haha!), then answer this:

If the gameplay is independent of graphics, which are only a form of 'immersion;' then why don't you play your games looking at just the raw data streams - ala. Sypther in the Matrix?

No graphics needed, the gameplays still there according to you - the AI is chuggin, the physics are working. Unplug your 3D card, put in a 2D adapter and watch the debug code or whatever.

Because, Graphics are definatly a factor in gameplay. And at present are the limiting function of what a developer can and can't impliment in his gameplay.
 
Most devs just don't take advantage of the increased potential of advanced machines nowadays...

Exactly. It's definatly a shame. Just because they have more potential doesn't mean they'll use it correctly!! It's unfortunate that some people put such value and insistence into sheer graphics and visual quality, regardless of how the developer utilizes them.

This board is a prime example, we have people saying they'll only buy a game if it's Trilinear filtered or has 8 layers/pixel. It's insane.

But, there are devlpors out there who are pushing the envelope and they'll be the ones who reap the benefits.

Didn't say I thought it was prerendered, just that it sounds like a scripted cutscene in that section.

Didn't mean to insinuate that, my fault. Just saying it was all in the game.
 
Ben, I've shown quite well how increased graphical presentation has allowed for greater and greater developer fredom in implimenting new and differing forms of gameplay.

Like what? You have brought up slight alterations on gameplay elements some of which have been around for decades.

The increased precision and computation of modern day graphics allows for the developer to do away with the indicator and add this in game.

Which changes nothing in the gameplay. It simply makes the experience more immersive.

Graphics will allow for, as in Fable, the character to tan if in the sun, if he uses his arms swinging a sword, his muscles buldge - all of these can turn into game play inhancing features if the developer so chooses to spend the time and resources doing it.

Morrowind already has your skills advanced based on what you do. Everything your talking about is all about graphics, it has nothing to do with gameplay.

Ben, are you an idiot... read my posts. It does affect the gameplay as your not playing the game as you're looking threw some sub-menus or icons.

Then noone has ever been in a battle in FinalFantasy. You theory doesn't hold.

If I see someone whose visually sick or appears to be dying, I won't go near them. If I'm preparing for a battle and I see my opponents is physically huge and super phyched for battle, maybe I'll high-tail it outta there and run.

Neither of these are new elements in a game. To relay that someone is sick you can do what some older titles do and put an icon of some sort over their head and to observe that a combatant is big, you make him big.

Increased graphics will alow for better battlefields and realisatic forests and jungles that will be huge on the gameplay side in a stealth or similar type of game.

How will it change what we already have?

Not even to mention Doom3 - take away the graphically alowable darkness and shadows and you have no gameplay.

The only reason people are looking forward to Doom3 is because of the graphics, it has nothing at all to do with gameplay.

Um, but of course - because Ben said so. Not onlt is this utterly and totally irrelevent, but it's a pretty pathetic attempt at discrediting something.

I think Big Blue Box & Lionhead will do fine.

:LOL: OK, it's just because I said so :rolleyes: You don't follow PC games much do you? We were bombed with B&W hype for years about all the incredible things you could do. The game shipped and not only could you not do a slew of things they claimed, it also was entirely focused on elements they never mentioned were in the game.

If there's 20,000 soldiers, the ones in the foreground will consume more pixels opposed to those in the distence. I battle with 20,000 combatents will be over tens (maybe a hundred) square miles. Thus, in the distance the combatents will take less pixels up and thanks to that whole LOD thing consume less resources. But, this is possible - the cohesion between chacters in the foreground will be intact and in the distence, it will blur into a mob of people with the occational flaming arrow visable.

Render front to back, OD is going to eliminate nearly all combatants from being visible. You picked a very poor example to use no matter how you try and play it.

The developer can pull of a LoTR: TTT type battle where you start by getting yout ass kicked and then something happens (heh) - An example is perhaps you finally arive with a necessary artifact or person that causes a rally cry to go throught the people and you win. Or perhaps the outcome of the 20,000 could be tied to your own preformance. The options are huge.

And for those that do not have tunnel vision in the gaming market, it is a minor evolution of what has already been done. Sacrifice most likely the most noteable relatively recent example. The only thing that you are proposing to change is to move from dozens/hundreds to thousands of combatants. And for that matter, even when you get in to dozens most of the combatants can't be seen anyway(hundreds and you only see a tiny slice).

It might be noise, but it openes up the possibility for gameplay options and combinatiosn that just aren't there now.

They have an entire genre for those type of games. Look outside the console world once in a while.

If the gameplay is independent of graphics, which are only a form of 'immersion;' then why don't you play your games looking at just the raw data streams - ala. Sypther in the Matrix?

Graphics are considered to be part of games currently, and they do add to the total experience. If you are saying that you need graphics for games, you were either narrow minded years ago or perhaps too young to remember text based adventure games.

No graphics needed, the gameplays still there according to you - the AI is chuggin, the physics are working. Unplug your 3D card, put in a 2D adapter and watch the debug code or whatever.

Too much code is running to be able to read it all as it runs.

Because, Graphics are definatly a factor in gameplay. And at present are the limiting function of what a developer can and can't impliment in his gameplay.

Come up with a single new idea on gameplay then. Everyone you have come up with so far has already been done, most of them have been being done for years if not decades.

Boddo-

Anyone who would believe a single word coming out of Lionhead's mouth is obviously too foolish to learn from past experience. :rolleyes:

Amen :)
 
Good stuff moved up top, rest is BS, but I answered them anyways:

BenSkywalker said:
Graphics are considered to be part of games currently, and they do add to the total experience. If you are saying that you need graphics for games, you were either narrow minded years ago or perhaps too young to remember text based adventure games.

So, what your saying is that a text based game (Yeah, I know that they are) has the same gameplay potential as a modern game using the full power of graphical presentation?

I think your arguing just to argue.

Too much code is running to be able to read it all as it runs.

Exactly, but as I advocate, we can take this raw code and use some spatial and temporal cohesion, make a graphical view of it and we're barely even saturating the PNS.

Increased graphics will allow for developers to have more and more of those things you talk of run - how this won't infleunce gameplay is beyond me.

So, would you say that the gameplay is still there? So, if we could have, say a 3+ moniter surround gaming enviroment and you could see the entire data flow - would your gameplay be the same as someone playign with graphis?

Come up with a single new idea on gameplay then. Everyone you have come up with so far has already been done, most of them have been being done for years if not decades.

So, what your saying is that the forms of gameplay that we've already had are the only forms that we'll ever have in the future? I think it's appearent how much BS you preach.

As I'm not a developer and already stated how hard it is to come up with new gameplay example, I can list some that I think have newer forms of gameplay based on the potential given to them by increased graphics:

Age of Mythology
Combat Mission (CMI was a revolution)
Grand Theft Auto / Mafia
Shenmue
Fable
Doom 3
Deus Ex
Halo MP/ Tribes
Duke Nukem Forever (if it ever emerges)

Last 3 are weaker, but it's off the top of my head.


Then noone has ever been in a battle in FinalFantasy. You theory doesn't hold.

And as we established, FF is hardly the series to talk about when the topic of new forms of gameplay comes up.

The only reason people are looking forward to Doom3 is because of the graphics, it has nothing at all to do with gameplay.

Um, maybe you you your graphic fetish - but explain how the game would work if it was text based.

And didn't Carmack himself say they were focusing on using the graphics to enhanse the spookie/horror type of gameplay? (ie. Their making a real game)

Render front to back, OD is going to eliminate nearly all combatants from being visible. You picked a very poor example to use no matter how you try and play it.

Wait, I thought they were all equal distances from the viewplane?!? ;)

In all seriousness, I can see each of the few thousand on screen during the LoTR: TT battle... so, render order is going to eliminate visable pixels? Where I come from thats a problem.

The only thing that you are proposing to change is to move from dozens/hundreds to thousands of combatants. And for that matter, even when you get in to dozens most of the combatants can't be seen anyway(hundreds and you only see a tiny slice).

Funny, Braveheart and Patriot come to mind in these circumstances.

They have an entire genre for those type of games. Look outside the console world once in a while.

When I do, you (a) ignore it (b) say the dev sucks, your a god. So, whats a guy to do.
 
So, what your saying is that a text based game (Yeah, I know that they are) has the same gameplay potential as a modern game using the full power of graphical presentation?

No, they do utilize the physics/environment calculations to their advantage also.

I think your arguing just to argue.

You are the one arguing with the established definition of a word, not me.

So, would you say that the gameplay is still there? So, if we could have, say a 3+ moniter surround gaming enviroment and you could see the entire data flow - would your gameplay be the same as someone playign with graphis?

If your mind was capable of comprehending it all, pretty much. Would it be immersive? Not at all.

So, what your saying is that the forms of gameplay that we've already had are the only forms that we'll ever have in the future? I think it's appearent how much BS you preach.

You have a very, very serious comprehension problem with this one. Your line is that graphics are a driving force behind gameplay which is of course absurd(by definition). Expanded AI and improved physics are going to drive gaming to new levels. The graphics will simply make them more pleasing to the eye.

As I'm not a developer and already stated how hard it is to come up with new gameplay example, I can list some that I think have newer forms of gameplay based on the potential given to them by increased graphics:

What do they offer outside of the move to 3D which is mainly physics?

And as we established, FF is hardly the series to talk about when the topic of new forms of gameplay comes up.

And it is regularly looked to as a graphics standard. The two are not coincidental.

Um, maybe you you your graphic fetish - but explain how the game would work if it was text based.

And didn't Carmack himself say they were focusing on using the graphics to enhanse the spookie/horror type of gameplay? (ie. Their making a real game)

They are making an RE/ED style experience with real time graphics. There is nothing remotely 'new' about the gameplay experience, Alone in the Dark came out nearly a decade ago IIRC.

In all seriousness, I can see each of the few thousand on screen during the LoTR: TT battle... so, render order is going to eliminate visable pixels? Where I come from thats a problem.

So you see all characters a few pixels high when in combat? That sounds like a great example of graphics ruining gameplay completely.

Funny, Braveheart and Patriot come to mind in these circumstances.

It would be even funnier if they had thousands of combatants on screen at once(I have them both on DVD and they include behind the scenes). What would be funnier still is if they were showing thousands of combatants at once while showing Mel Gibson in battle.

When I do, you (a) ignore it (b) say the dev sucks, your a god. So, whats a guy to do.

Lionhead? Start up a thread and ask how many people thought the game was remotely close to what Lionhead promised for years. Not exactly the same mind you, remotely close. I fully expect id to deliver exactly what they are promising with Doom3, an incredibly immersive shooter. The only revolutionary thing they are talking about is the graohics.
 
Vince said:
It's just unfortunate that this board, one of the preeminent on the 'net, refuses to think dynamically about issues such as this.

fortunately i have someone to witness on your side.

and it is no less than Seamus Blackley, while he was still employed by microsoft. you can read this in an interview he gave to gemespot australia during the E3 2001.

GS: Given that the Xbox capabilities are totally unique, can you give us a technical example from a commercial product that really impressed you?

SB: There are a lot of them. I mean, take lighting and shadow, for instance. When you take a walk around the show and go look at the theatre presentation you'll see Shrek. These themes have real lights and shadows. And it's pretty easy to do on Xbox, and it makes all the difference in the world to the reality of the game. I mean suddenly, instead of having a very videogame kind of look, characters have a very kind of "character" look, something that is appealing to a bigger audience. Well at the same time all of that lighting enables you for instance Shrek or in Halo, that lighting allows you to do radically different kinds of gameplay. Super intense kinds of action, right? Using lighting and self shadowing.

well said seamus !
 
Magnum PI:

How does lighting make a difference to Halo's gameplay... and where's the self-shadowing? Shrek looks good... did lots of thing in 2001 that we see games such as Doom 3 and Halo are getting a lot of attention for. That said, the game is supposed to be utter shit - great lighting or not.

And Seamus Blackley is a chump... squeeled like a little girl when he beat Itagaki at DOA3.
 
This thread is getting stupid.

I think you must be mad not to think that graphics could affect gameplay.

But hey. If that's your opinion, so be it.
 
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