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215 comments
  • I don't understand why developers and publishers aren't prioritizing spectacle games with simple graphics like TABS, mount and blade, or similar. Use modern processing power to just throw tons of shit on screen, make it totally chaotic and confusing. Huge battles are super entertaining.

    • The dream of the '10s/20s game industry was VR. Hyper-realistic settings were supposed to supplant the real world. Ready Player One was what big development studios genuinely thought they were aiming for.

      They lost sight of video games as an abstraction and drank too much of their own cyberpunk kool-aid. So we had this fixation on Ray Tracing and AI-driven NPC interactions that gradually lost sight of the gameplay loop and the broader iterative social dynamics of online play.

      That hasn't eliminated development in these spheres, but it has bifricated the space between game novelty and game immersion. If you want the next Starcraft or Earthbound or Counterstrike, you need to look towards the indie studios and their low-graphics / highly experimental dev studios (where games like Stardew Valley and Undertale and Balatro live). The AAA studios are just turning out 100 hour long movies with a few obnoxious gameplay elements sprinkled in.

  • Have you played VR? You might get that feeling again.

    • I'm waiting in a affordable VR setup that can let me run around at home without hitting a wall. Solutions exist but they as expensive as a car and I don't have that kind of money lying around.

      Anti Commercial-AI license

      • If anyone can optimize Disney's omni directional walking pad, we'll be there. I'd give it 3 decades if it goes that way. I've heard it's not like real walking. It feels very slippery. All that being said, you don't have to wrap yourself in a harness and fight friction to simulate walking like other walking pads. It also seems simple enough, hardware wise, that it could be recreated using preexisting parts/ 3d printing. I'm honestly surprised I haven't seen a DIY project yet.

    • VR definitely feels like the next 2D->3D paradigm shift, with similar challenges. except it hasn't taken off like 3D did IMO for 2 reasons:

      1. VR presents unique ergonomic challenges.

      Like 3D, VR significantly increased graphics processing requirements and presented several gameplay design challenges. A lot of the early solutions were awkward, and felt more like proof-of-concepts than actual games. However, 3D graphics can be controlled (more or less) by the same human interface devices as 2D, so there weren't many ergonomic/accessibility problems to solve. Interfacing VR with the human body requires a lot of rather clunky equipment, which presents all kinds of challenges like nausea, fatigue, glasses, face/head size/shape, etc.

      2. The video game industry was significantly more mature when (modern) VR entered the scene.

      Video games were still a relatively young industry when games jumped to 3D, so there was much more risk tolerance and experimentation even in the "AAA" space. When VR took off in 2016, studios were much bigger and had a lot more money involved. This usually results in risk aversion. Why risk losing millions on developing a AAA VR game that a small percentage of gamers even have the hardware for when we can spend half (and make 10x) on just making a proven sequel? Instead large game publishers all dipped their toes in with tech demos, half-assed ports, and then gave up when they didn't sell that well (Valve, as usual, being the exception).

      I honestly don't believe the complaints you hear about hardware costs and processing power are the primary reasons, because many gaming tech, including 3D, had the same exact problem in the early stages. Enthusiasts bought the early stuff anyway because it was groundbreaking, and eventually costs come down and economies of scale kick in.

    • VR is the one thing that feels similar to the old generational leaps to me. It's great, but I haven't set mine up in a few years now.

      • Fair. I haven't played "No Man's Sky," yet, but apparently, it's awesome in VR.

    • Needs a couple more generations to cook.

  • I feel like we won't be able to see the difference until a couple of years, like CGI in old movies.

    • The generational leap from PS3 -> PS4 wasn't that significant already, and that happened more than 10 years ago. The biggest difference seem to be lights/shadows and texture size, the latter of which balloons game size and can tank performance

  • They said we'd never have consumer tech that could white clip in real time but look at us now.

215 comments