Article View: comp.sys.ibm.pc.games.action
Article #698086Re: Mid-Month Ramble - July 2017
From: Spalls Hurgenson
Date: Mon, 17 Jul 2017 13:33
Date: Mon, 17 Jul 2017 13:33
52 lines
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4418 bytes
On Mon, 17 Jul 2017 13:38:34 +0100, Toby Newman <goo...@asktoby.com> wrote: >I used to have a demo of Flight Unlimited. You could only fly the >glider. I used to play it quite a lot, it was relaxing flying around >from vortex to vortex. I remember being pretty wowed by the terrain, >which had a big photographic texture. The real innovations of Flight Unlimited were not actually its terrain and graphics, although those are the features that attracted me most. Rather, it was that the flight-engine used (or they said it used) fluid dynamics to map the flow of air over the wings, thus supposedly creating more realistic flight dynamics. While the graphics were quite advanced for their time, they were merely an evolutionary step from what had come before; the switch to the new physics engine was far more revolutionary. But - having learned to fly from "flight sims" like F-15 Eagle or LHX Attack Chopper, the subtle nuances between the different flight engines quite escaped me and I paid it all no nevermind. >I'm playing Dishonored 1 DLC at the moment, having recently finished >Dishonored 2. After about 10 minutes in the game the graphics feel no >different to Dishonored 2, because I adapt to the shortcomings. Which >is to say that we really don't need rendering of whole cities to have >fun. What we need is good tight mechanics. Graphics are important, but it's often less the technical aspects of the graphics - number of polygons, pixel resolution/density, framerate - and more the artistic usage of what's available. A game like, say, Full Throttle (1995) still looks gorgeous today, despite being flatly-lit sprite-based 256-color VGA that is probably running at 10 fps. Too often developers just assume that creating a game with the latest engine is enough, but without decent artistic style the game feels shoddy. In many ways, the limitations of the older technologies inspired developers to new heights. Unfortunately, a lot of indie developers just assume that if they utilize retro-graphics, they will recapture that same magic without understanding it was more than just using 320x240 art that made those games great. In some ways I regret the amazing advances in graphics over the past twenty years; the focus on pixel-density, huge numbers of polygons, high-res textures, real-time lighting, etc. seemed like such a distraction from proper artistry, world-building and focus on gameplay. It's only in the last four or five years - as GPU tech finally seems to be plateauing - that developers are starting to focus on these basics again rather than chasing framerates and the latest technical buzzwords.
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