JRPGfan said:
LegitHyperbole said:
My opinion is they should dial it back, stop chasing graphics unless some AI solution comes along to take the endless Manuel labor and severe costs. Having an artist spend three days on a cupboard or other small asset is ridiculous. Aliasing is the thing that made graphics look bad and it's done with a generation ago, there is so much that can be done now aside from graphics to make things look better. Suckerpunch understand this with the particle effects they use and attention to detail with how things move in Ghost of Tushima and Gjost of Yotei. We need to spend those recourses elsewhere and bring back interactive environments, stuff like the ice cubes melting in MGS2 and small details like that add up to make a bigger package. I'm sick of static environments that feel like backgrounds more than living worlds. My two cents. |
Sucker Punch are masterful at this stuff. The world feels alive because of it too. "I'm sick of static environments that feel like backgrounds more than living worlds."
I was fine with everything you said until this part. Hey man.... I love those old school isometric topdown games, that have near static backgrounds. (though most of the better looking ones, do use tricks and have motion in them as well) |
Well yeah. I suppose I mean the big budget AAA games. Divinity OS 1 and 2 have the elemental stuff and that's exactly what I mean but even more of that. A reason to interact with the world but at the smallest scale I mean more of walking through a world in say Ghost of Tsushima and having the leaves kick up... Astrobot is the perfect example actually, I've watched some gameplay and the world reacts, watching I know for a fact I'll want to hit everything and run through blades of grass and flowers and what not or stop and see what's going on with a particular looking asset, maybe punch a ball or even play with the ball physics for a while. Speaking of grass, such a small thing but in The Legend of Zelda Twilight Princess you could chop grass with your sword. Such a small and probably easy detail to implement but one that was cool as fuck and that was 2006 or 2007, It blew my mind back than. It doesn't take much to make worlds feel less static is what I'm saying.