Maybe the Crackdown 3 destruction?
I'm still waiting to see what way(s) this ultimately proves to be a let down of the hypiest of over-hyped hype.
Maybe the Crackdown 3 destruction?
There is no such thing as next gen gameplay.
Game design that isn't possible on last gen most certainly exists..
This thread is proof of that.
That is incorrect.
http://www.pcgamesn.com/plaster-bla...fully-procedural-destruction-system-explained
It may look like its not procedural because most of the destruction they demonstrate is from breach charges which create the same size hole every time. Which of course, is what breach charges were designed to do.
Pretty sure this is incorrect.
Game design that isn't possible on last gen most certainly exists.
Obviously it is an evolution on existing concepts but it's next gen in the sense that it can't be done without incredibly heavy revisions. Shadow of Mordor's last gen port is a perfect example of what happens when something that only works with these consoles is chopped up to try and run on last gen. Sure the core concepts are similar but it can't keep up in anyway shape or form in terms of the game's mechanics and design and is a shell of the "true" version that the devs intended.That is an evolution of previous concepts though, all of your examples, not a revolution of gameplay design that literally could not be done. As you say yourself, they could be done with downgrading, but that is the point. Everyone could be with downgrading to some degree, unless we're talking about literal 2D to 3D dimensional concepts, and even that technically could be simulated by 2D artwork to some degree
Read the above.Parts of game design you mean, or parts of rendering, pasted over the same genres that have been around over multiple generations. Is that your idea of 'gameplay' that is literally impossible on last gen?
When people say "gameplay", that usually implies the entire game design itself, not just certain elements of an already existing template.
Which ones are you thinking of, specifically? The reason I'm not sure this is true is because giant open worlds have been around forever (look at, say, Daggerfall). Downgrade graphics enough, simplify animations, make textures low-res or non-existent in places, reduce things like weather and ambient effects, and I'd be very surprised if something like, say, GTA: San Andreas couldn't do the same gameplay things as Witcher 3."Cutting graphical fidelity" doesn't give you infinite processor and memory capabilities. Some of the bigger open world games would have been literally, actually impossible on those systems due to RAM constraints alone.
That article is nearly 2 years old and does not explain much of anything. The game looks graphically different now then its first showing .Aren't there designated spots (windows, floor panels) that break away to reveal something behind them? That is usually a tell tale sign that it is not procedural.
Do you have any good video that show how shooting holes or blowing holes in walls with grenades (not breaching charges) looks different every time? Or is it the same pieces which fall out? Or the hole is different every time?
Every real media I have seen, not PR pieces, seems to show the same facets of the old replace geometry type of destruction in games. Nothing like fracture.
That article is nearly 2 years old and does not explain much of anything. The game looks graphically different now then its first showing .Aren't there designated spots (windows, floor panels) that break away to reveal something behind them? That is usually a tell tale sign that it is not procedural.
TBH, I am pretty sure R6 could be done on last gen in a lot of ways. Most of the destruction in the game is not procedural.
Well that's what people have to think about before inventing nebulous terms even they can't agree on.
Sometimes people use it for defining console gens, other times people use it to reference systems in already existing games and franchises that have been upgraded to take advantage of things that were not possible on previous technology, and there are those who just think something that literally could not be done period in any sense is the only thing that defines "next gen gameplay".
We've had all 3 in this thread, and it should be narrowed down
I'd say it's more of a stagnation in terms of what genres are gonna be done with a huge budget with a million copies in mind for sales. So devs are focusing on expanding existing concepts past what was possible before as well as merging genres.For me, it is things that that could not be done in the previous generation in any sense. But, I'm also interested in what other people define that as, and what they think that entails. Hense, the conversation.
Sure, next generation is nothing but a marketing term, but we have no other term to emphasize something has taken the next big step. I cannot agree with people saying there is no such thing as next generation gameplay. There are examples, but they are definitely few and far between. All this means is that we have hit a point of stagnation in the gameplay department.
I mean we have seen this demonstrated quite a bit now and it's not like Dave Jones is out with a crap ton of hyperbole. It seems like what they are showing is what we will get. Not sure what your big let down is gonna be.I'm still waiting to see what way(s) this ultimately proves to be a let down of the hypiest of over-hyped hype.
Game has Quiet and it constantly resonates misogynistic stuff in the story for no real reason other than a cheap way to write villains. This is enough of a reason for me to never give a damn about MGSV.
Which ones are you thinking of, specifically? The reason I'm not sure this is true is because giant open worlds have been around forever (look at, say, Daggerfall). Downgrade graphics enough, simplify animations, make textures low-res or non-existent in places, reduce things like weather and ambient effects, and I'd be very surprised if something like, say, GTA: San Andreas couldn't do the same gameplay things as Witcher 3.
This is basically a theoretical thing, because below a certain level of graphical quality, no developer is going to downgrade further for gameplay advancements (and virtually no one would buy games by developers that do). In that sense, yes, better hardware is still enabling gameplay advancements.
I played Ground Zeroes, and I felt that the controls and mechanics of Splinter Cell: Blacklist is better. I don't know if MGSV did refine it from GZ though.
My vote goes to Wonderful 101. The combat mechanics are very brilliant.
Edit: Also Zombi U. Best usage of Gamepad.
you could say that about every game ever to be honest in some fashion, with enough downgrading.
This idea of "next gen gameplay" is nonsense applied to generational standards, and has only to do with how imaginative devs are.
Forgive me if I'm misunderstanding what you mean by procedural generation, but even if the content was not procedurally generated (and maybe just quick-to-create copy/pasted stuff), wouldn't a gigantic open world still be possible?Without procedural generation? I don't know if you could get the world to that size on any earlier console without a ton of loading screens.
/threadMGSV.
Arkham Knight
- no loading screens
- switchable FreeFlow characters mid combo
- seamless Batmobile integration
It would be impossible on last gen.
DriveClub is the answer for this and the thread you mentioned, OP.
It's graphics were definitely not possible on previous gens.
The reason I mention DriveClub in this thread is that the lighting in that game, as well as the weather effects are so awesome that they actually impact the gameplay that's underneath.
Try driving a track at midnight, with heavy snow or rain enabled. These graphical effects severely impact the round time and outcome in a race. At times you litterally can't see anything and you're driving blind on instinct.
Never played anything like it on earlief consoles.
There is no such thing as next gen gameplay.
Rainbow Six Siege's destruction is seriously impressive. Being able to make small peepholes to fire through as well as being able to take down full walls for flanking routes makes the maps and rounds very dynamic in a way that few other shooters can be and it does it at 60fps.
There is no such thing as next gen gameplay.
i think that's the best answer so far.
I don't think that's what they're saying at all. Instead, they're saying that technological factors haven't been the limiting factor for the gameplay advancements we've seen so far this generation. Gameplay has obviously advanced, and will continue to do so, but that's really a function of continued progression in game design, and not a matter of the new consoles unlocking new capabilities.I don't think that's true. It shows a lack of imagination saying as much. In 30 years you think gameplay will be exactly as it is today? That is won't have expanded/developed at all? That's essentially what you're saying with the statement 'next-gen gameplay is an impossibility'.
Of course our opinions are unverifiable, but I find your prediction here extremely hard to believe. Take the last-gen version of MGS5. Are you really saying that, with the graphics severely cut down, it wouldn't be possible one generation before? Why? What would constrain it? MGS2/3 had cutting-edge graphics in their day. Why couldn't they do more if they aimed much lower in terms of polycount, animation quality, textures, and so on?Two generations ago it would have been literally impossible to have as many mechanics and actions as there are in Metal Gear Solid V: TPP. Literally impossible. If you counted it up, MGS2 and 3 had half as many actions as MGSV, and a fraction of the contexts/opportunities. It would be impossible to have AI that good, and it would have been impossible to have gameworlds that large, or physics that dynamic. All of those are gameplay elements. All of which are directly constrained to the console generation in question. "Gameplay" as a whole is a symbiosis of all of these elements, and the scope + depth only increases per generation, so yes, gameplay can be 'next-gen'.
I'd be very curious to know what Dying Light/Witcher stuff wasn't possible last-gen. Just because certain things weren't done on older tech, doesn't mean they couldn't have been done.Our games right now are still constrained by last-gen and archaic design approaches, but by the end of this generation we'll probably be seeing interactions we could only dream of last gen. Even some of the stuff I was doing in Dying Light and The Witcher wouldn't be doable last-gen. Perhaps this gen is a bit too much of a stepping stone to the next level of interactions, but within another console generation or two I think we'll be seeing amazing stuff.
Maybe the Crackdown 3 destruction?
I think next-gen gameplay is a pointless label used by people to whine more or criticise games they don't like. The closest I can think of is "No Man's Sky", that is an idea that wasn't possible on last-gen games. You're on a planet, you can mine, trade, shoot and explore then when you're bored take off and head to countless other planets.
I'm still waiting to see what way(s) this ultimately proves to be a let down of the hypiest of over-hyped hype.