bigpapa400lb
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Has GTA IV Pushed the bar for future games?
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For games that feature explorable worlds and especially cities, I'm sure it'll raise the bar. Games like Assasin's Creed have cities and stuff, but I think it's hardly a living breathing world compared to Liberty City.
I can't for the life of me recall exactly who said it, or the exact wording (it may have been Richard Garriott or Warren Spector) but a famous game designer once said something like 'Don't put a phone on a desk in a room unless you intend to let the player use it'. I think there is some truth to that statement.
That's a bit of a silly statement. How can you imply a sense of realism or depth in any kind of environment with that aproach to design? Half-Life wouldn't of had any pipes or control panals lining the walls to give Black Mesa an actual facility like feel; all of the buildings in GTA wouldn't even have the wallpaper, making them even blander or non-existant at all, and how can you show a city if half of it isn't there? If the game puts the player in some kind of office apartment, and there is a phone on the desk, why should the player have to use it? Offices have phones, so what's the problem in it being there to actually give the room a realistic feel to it.
I can see what you mean about the wallpapered rooms and blocked off buildings but it's GTA - it's an entire city. It would take a helluva lot to create every single interior and what benefit would it really have? Sure, some people would go exploring but is it really essential to the game?
The statement is a comment on interactivity. If you put a phone on a desk and then deny the player the ability to interact with it,you instantly detract from any sense of immersion in the environment. One second the players worrying about the Zombies outside the door and how they are going to get out, the next they are thinking 'the hell can't I use the phone..stupid Devs' stuff like that hauls them out of whatever atmosphere, your trying to portray. If there's parking meters in a game I expect to be able to put coins in them.
Sure with a game of GTAIV size it's impossible to open every door and have stuff going on behind them, that's a given because of the logistics, but there are ways and means to make the separation between what counts and what doesn't if you take the time.
If there's parking meters in a game I expect to be able to put coins in them.
Raz
Feel free to disagree with me using constructed arguments, but don't fall into the trap of trying to blanket dismiss me as an idiot.
But Raz, it's not a player mentality it a game design philosophy, and one that's been tried and tested throughout numerous games. You start a player off in a control space, a small area in which you showcase to them a range of interactive and static objects ranging from vehicles, lamposts, parking meters, telephone boxes, shops etc and this acts as a training ground to educate the player as to what's likely to be worth paying attention to in the larger game space beyond. In order to see the positive, you need a player to be able to separate out the negative. If the first few parking meters I encounter in a game are all out of order, as a player I'm not going to bother looking at a parking meter again as something that's likely to function. In fact it's kind of breaking the rules of play if a game designer reverses that assumption halfway through a game.
Albeit I haven't played it, I know that in Army of two such a thing happens where the player having been taught by the game to believe that they and their buddy can't get over a particular style of wall enter an arena where in fact they can, and it really throws people because they spend ages looking for the exit, before they figure it out through trial an error. That's the sort of thing that instantly kills immersion. Citing Portal again, as the player you quickly learn which surfaces a Portal will adhere to and which ones it won't. The principal is exactly the same.
I don't talk about games so much as player, but more as a person with a keen interest in game design & philosophy as a subject (I'm a designer at heart). Sure I have enthusiasm for games but I'm also critical of them at the same time. How do they work? What works well? What doesn't work so well? And why doesn't that work so well? How can it be improved upon? That sort of stuff interests me, often more so than storyline at times.
Everything was so huge that I didn't feel like I was accomplishing anything compared to everything that could be done. When I passed up an interesting building to chase a mission objective, I thought "You know, it'll be hours before I figure out where that building was" and I always get the feeling I'm not playing the game "right" if I stray from the missions. Kind of like Oblivion or any other free roaming game.
In the time I played, I didn't see much of a fundamental change from GTAIII. Everything is improved, surely, and the city certainly feels "alive" as it were (although there are ice cream trucks yet no kids?).
GTA IV accomplishes telling the player what they can and cannot use by a notification at the top left of the screen telling you to press the left bumper button.
Well.. .for games like Portal which is a confined corridor puzzle game, and most FPS games which follow this corridor format, this Philosophy is sound. But not for games like GTA IV, this isn't a valid design strategy.
But it doesn't tell you whether you can go through certain doors or not. Too often have I walked into doors expecting them to open...
Plus, think about the resources it would take to store that much game. If every single interior in Liberty City was explorable, the game would be like 20GB's big or more. Also, as stated above, GTAIV wouldn't be out now if the devs were still adding that much content. In fact, it probably wouldn't be out till like 2012 or so if every single room in every single building was explorable. That would be quite counter productive on Rockstar's behalf. After all, they are a business.The statement is a comment on interactivity. If you put a phone on a desk and then deny the player the ability to interact with it,you instantly detract from any sense of immersion in the environment. One second the players worrying about the Zombies outside the door and how they are going to get out, the next they are thinking 'the hell can't I use the phone..stupid Devs' stuff like that hauls them out of whatever atmosphere, your trying to portray. If there's parking meters in a game I expect to be able to put coins in them.
Sure with a game of GTAIV size it's impossible to open every door and have stuff going on behind them, that's a given because of the logistics, but there are ways and means to make the separation between what counts and what doesn't, if you take the time.
Plus, think about the resources it would take to store that much game. If every single interior in Liberty City was explorable, the game would be like 20GB's big or more. Also, as stated above, GTAIV wouldn't be out now if the devs were still adding that much content. In fact, it probably wouldn't be out till like 2012 or so if every single room in every single building was explorable. That would be quite counter productive on Rockstar's behalf. After all, they are a business.