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DA2 - Not meant to be immersive?


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#201
Dragoonlordz

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Roxlimn wrote...

Dragoonlordz:

It's a game, not a real world. The chance of something remarkable actually being in the game is markedly increased if the developers were not forced to devote as much of their time to texturing 5 times the space for no real reason.

DocDoomII:

There's nothing wrong with Diablo.


So you would prefer a game based in a single room if all the walls were lined with pieces of art that you truly love. Instead of a vast world were there are many things that potentially others find beautiful but not yourself in regards the outside world didn't meet your own expectations. I would rather take the chance on a larger world where many people might find something that inspires or interests them, than a small world which inspires just yourself (not everyone finds the same things beautiful), some guys like large girls you might like small, the large girl takes up more room but thats more to love for some while to you it's just off putting. I don't expect you to take a carving knife and streamline her just because you don't like her scale/size.

#202
Roxlimn

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Dragoonlordz:

Games are not real worlds. You have to understand this. Every manhour of texture work that goes into papering the next square mile comes at the cost of texturing the last one.

You can have a small area that's well textured and well imagined, or a very large area that's kind of bland and somewhat badly imagined.

I don't need a game to feature art I can already get in other ways. I want artists in games to present me with new art that they spent time imagining and making. Now, you can task Michelangelo to just make the Sistine Chapel, or you can concurrently task him to also paint 500 other houses in intentionally bland ways (because it wouldn't be believable for every house to be a painting).

You can task Scorsese to make one great film or also concurrently task him to make 70 commercials within the same time and budget.

I would rather have a work where most of the work doesn't go into alleyway #74 that I'm never going to examine minutely because there's nothing really interesting in it.

#203
Melca36

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Roxlimn wrote...

Dragoonlordz:

It's a game, not a real world. The chance of something remarkable actually being in the game is markedly increased if the developers were not forced to devote as much of their time to texturing 5 times the space for no real reason.

DocDoomII:

There's nothing wrong with Diablo.



Its a good thing gamers like you are in the minority. Sorry, this may be hard for you to grasp but some of us to appreciate the beauty in things. 

#204
Roxlimn

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Melca36 wrote...

Roxlimn wrote...

Dragoonlordz:

It's a game, not a real world. The chance of something remarkable actually being in the game is markedly increased if the developers were not forced to devote as much of their time to texturing 5 times the space for no real reason.

DocDoomII:

There's nothing wrong with Diablo.


Its a good thing gamers like you are in the minority. Sorry, this may be hard for you to grasp but some of us to appreciate the beauty in things. 


I have no trouble grasping what you think you want.  However, it appears to me that you are working under the same misapprehension as Dragoonlordz: that more area in a game world is just a matter of grabbing a camera and filming a real location.

#205
Dragoonlordz

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Roxlimn wrote...

Dragoonlordz:

Games are not real worlds. You have to understand this. Every manhour of texture work that goes into papering the next square mile comes at the cost of texturing the last one.

You can have a small area that's well textured and well imagined, or a very large area that's kind of bland and somewhat badly imagined.

I don't need a game to feature art I can already get in other ways. I want artists in games to present me with new art that they spent time imagining and making. Now, you can task Michelangelo to just make the Sistine Chapel, or you can concurrently task him to also paint 500 other houses in intentionally bland ways (because it wouldn't be believable for every house to be a painting).

You can task Scorsese to make one great film or also concurrently task him to make 70 commercials within the same time and budget.

I would rather have a work where most of the work doesn't go into alleyway #74 that I'm never going to examine minutely because there's nothing really interesting in it.


You can also have a large area that is well textured and well imagined (something you missed on your reply), the fact is that so far it's only the issue you don't find those areas as such of quality high enough to enjoy them. Question is should it be reduced because it didn't match your standards therefore depriving others who do not have the same take on what is and is not a masterpeice of design. Both time and effort can be increased without shrinking the world. A builder can build a house in a couple week or a couple years the building itself being the same either way. Michelangelo can make the Sistine Chapel in (x) time or (y) but the quality will be the same he can do it for free (only supplies paid for) or can do it for extreme prices again the end result is the same quality wise. But in general the point is while you might love Picasso others might love Rembrandt, should theirs be cut because your taste is different? Same applies to large maps some love and you hate, should they be deprived of it because you hate it?

Modifié par Dragoonlordz, 17 avril 2011 - 06:47 .


#206
Roxlimn

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Dragoonlordz:

At no point did I say that games like GTA should not be made. You're arguing against a stance I have not taken.

#207
Dragoonlordz

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Roxlimn wrote...

Dragoonlordz:

At no point did I say that games like GTA should not be made. You're arguing against a stance I have not taken.


You said reduce the areas in order to improve the quality is your preference. I might also ask, can you name any references (games) where the quality met the standards you wish to see in DA3? Just so we get an idea of what it is you want to see. This does not included games that are 'ok' or 'acceptable', you mentioned you hate such areas and merely tolerate them, so what I'm asking for is examples of these masterpeices or games that have done an amazing job in this aspect (maps and zones/areas) for you.

Modifié par Dragoonlordz, 17 avril 2011 - 07:19 .


#208
Roxlimn

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Dragoonlordz:

Metroid Prime is nice. I believe most of the texture maps in all the areas were handmade and were not reused. Could be wrong, but it was nice. Not an open world. Kind of an old game.

Loved the artwork in Muramasa: the Demon Blade. Many background were repeated in adjacent areas, but the work was solid.

#209
Killjoy Cutter

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I'm a little amused at the claim that any map in DA:O is "like a commute".