• Why are video games always so scaled down?
    132 replies, posted
Compare any setting object, or building in a video game to one in real life. Something's off. Sure, it might be perfect down to the last detail, but it still feels off. You cross streets in a matter of a second or two. Cafe's, office buildings, and warehouses feel artificially small. Your aiming from the hip, but the gun is right up in your face. Why is this? It's a matter of scale. I cannot think of a single video-game in recent memory that actually has real, believable buildings, cities, streets, towns, etc. Either your moving way to fast, everything is way to small and scrunched together, or a combination of both. Take a stroll in any of your favorite games. You'll notice what would be normal sized shops and buildings in real life feel cramped. Normally towering skyscrapers seem artificial: [img_thumb]http://img534.imageshack.us/img534/3205/rpevocity2v2p0012.jpg[/img_thumb] What is stopping us from building things to scale?
Current CPUs cannot handle a full city to scale with everything in it. In a few years things will get better as our advances in computing.
Might be kinda boring in a lot of cases, like if STALKER was actually representative of the real zone, then it would be a fuckton of just boring old plains or tundra with nothing to do. I personally would love it, but in terms of game design it might not be too appropriate in some cases.
Computers aren't powerful enough. But, I look forward to seeing some game do this in the future.
Go ahead and give me boxes, but MW2 did a pretty good job of it in the DC levels
At one point, large environments get annoying because you spend a large amount of time going from point A to point B and not enough time fighting.
[QUOTE=RanDMC;22764712]Go ahead and give me boxes, but MW2 did a pretty good job of it in the DC levels[/QUOTE] No way. Call of Duty is one of the worst offenders of this.
Performance, simulation takes up cpu and if you want a truly dynamic city you will need quite a bit of processing power to cover all the npcs, not to mention how much you would have to render on screen with such a population. If the consoles get powerful enough to be able to handel this stuff easy we should see a larger boost in the AI population of games.
[QUOTE=RanDMC;22764712]Go ahead and give me boxes, but MW2 did a pretty good job of it in the DC levels[/QUOTE] :frogdowns:
Gta?
Dev time to make enough quality stuff to fill the entire place is really fucking expensive. Procedural generation can let you fill it all, but it won't feel as alive. Compare the first Elder Scrolls game, which used procedural generation to make the entire continent, to Oblivion, which was hand-created, and only did one province, at decreased scale. Making a fully believable, "alive" city the size of New York, for instance, would cost about a quarter of a BILLION dollars. Unless you want game prices to triple, learn to live with it.
[QUOTE=IceBlizzard;22764940]Gta?[/QUOTE] Naa, Just Cause 2 does it better
[QUOTE=gman003-main;22764984]Dev time to make enough quality stuff to fill the entire place is really fucking expensive. Procedural generation can let you fill it all, but it won't feel as alive. Compare the first Elder Scrolls game, which used procedural generation to make the entire continent, to Oblivion, which was hand-created, and only did one province, at decreased scale. Making a fully believable, "alive" city the size of New York, for instance, would cost about a quarter of a BILLION dollars. Unless you want game prices to triple, learn to live with it.[/QUOTE] You mean compare oblivion to morrowind. Most of oblivion's land was procedurally generated, while all of morrowind was hand crafted.
[QUOTE=imaguy;22765073]You mean compare oblivion to morrowind. Most of oblivion's land was procedurally generated, while all of morrowind was hand crafted.[/QUOTE] Oblivion's world felt more natural than Morrowind's though.
[QUOTE=stepat201;22765186]Oblivion's world felt more natural than Morrowind's though.[/QUOTE]No argument there. Oblivion's nature felt so realistic with all the hills, dropoffs, etc.
[QUOTE=stepat201;22765186]Oblivion's world felt more natural than Morrowind's though.[/QUOTE] I would actually have to disagree, Oblivion seemed really unnatural and all of the peoples faces looked like they had been run over by an ice cream truck. Or some other vehicle.
Just wish there were cliffs.
[QUOTE=Master117;22764733]At one point, large environments get annoying because you spend a large amount of time going from point A to point B and not enough time fighting.[/QUOTE] Kind of like Far Cry 2. Except in Far Cry 2 there was way too many annoying rebel assholes and not enough doing missions.
Ninja'd [editline]09:20PM[/editline] Ninja Ninja'd
[QUOTE=MutantBadger;22765265]Just wish there were cliffs.[/QUOTE] ...There are cliffs in Morrowind, what do you mean?
[QUOTE=TBleader;22764430]Current CPUs cannot handle a full city to scale with everything in it. In a few years things will get better as our advances in computing.[/QUOTE] are you shitting me
[QUOTE=Achilles123;22765280]...There are cliffs in Morrowind, what do you mean?[/QUOTE]In oblivion I meant, you ninja'd me when I said that. [editline]09:23PM[/editline] [QUOTE=TBleader;22764430]Current CPUs cannot handle a full city to scale with everything in it. In a few years things will get better as our advances in computing.[/QUOTE]Oh dear me. That was a ridiculously blind comment. We have computers that can process more than 2gb a second and you're telling me we can't handle a few large models?
[QUOTE=MutantBadger;22765310]In oblivion I meant, you ninja'd me when I said that. [editline]09:23PM[/editline] Oh dear me. That was a ridiculously blind comment. We have computers that can process more than 2gb a second and you're telling me we can't handle a few large models?[/QUOTE] The mountains make kinda decent cliffs.
[QUOTE=MutantBadger;22765310]In oblivion I meant, you ninja'd me when I said that. [editline]09:23PM[/editline] Oh dear me. That was a ridiculously blind comment. We have computers that can process more than 2gb a second and you're telling me we can't handle a few large models?[/QUOTE] Wait, so you were being sarcastic before when you were saying Oblivion had that stuff? I need my sarcasm detector fixed.
But I want real cliffs, the cliffs with steep dropoffs and no grass on the dropoff. More like this. [img]http://www.geography-site.co.uk/pages/physical/coastal/images/granite_cliff.jpg[/img]
or it will cause probably 750MB file size just for Burj Dubai
[QUOTE=Achilles123;22765367]Wait, so you were being sarcastic before when you were saying Oblivion had that stuff? I need my sarcasm detector fixed.[/QUOTE]I was not being sarcastic.
[QUOTE=MutantBadger;22765310]In oblivion I meant, you ninja'd me when I said that. [editline]09:23PM[/editline] Oh dear me. That was a ridiculously blind comment. We have computers that can process more than 2gb a second and you're telling me we can't handle a few large models?[/QUOTE] ram has nothing to do with models in relation to the cpu , he's talking about the cpu
We have the technology to make Octo-Cores, and you're worried about CPUs? The technology is there, the real problem is making it affordable.
I wouldn't mind a New York city full on scale/explorable type MMO.
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