REMEMBER CITADEL
Banned
Cover will be able to have its own cover.
Okay but it's not as if I'm asking for much. Is wanting a large item to react differently to a small item that much?
See, I'm not sure how much dev cost will rise. I mean, they will rise, but not necessarily at a comparative rate with graphical quality. Assets and such are generally renderred at higher quality than PS360 owners see, better hardware will simply allow those already developed and paid for resources to be seen in a better light. Kind of how PC owners get a markedly superior version with presumably a very similar dev cycle.That's not even a hardware limitation, that just requires a lot of work. It'll be even less likely to happen next generation as costs go up in every other department, so does development time.
I wish. I'm starting to lose my tolerance for 30fps console games after being spoiled by my PC.Solid 60fps gameplay.
See, I'm not sure how much dev cost will rise. I mean, they will rise, but not necessarily at a comparative rate with graphical quality. Assets and such are generally renderred at higher quality than PS360 owners see, better hardware will simply allow those already developed and paid for resources to be seen in a better light. Kind of how PC owners get a markedly superior version with presumably a very similar dev cycle.
Imagine the core code and assets from, say, RDR, AC:R, Batman AC etc given to a studio with a PS4/720 dev kit; sure, the physics and animations may look a little incongruous, but the games could look very much next gen with little work beyond optimisation.
But the real work comes with the aforementioned improved physics and animations. Dropping a cup in Elder Scrolls 6, should make it truly drop to the floor and smash, but my lord, the work involved with that kind of tech must be astronomical.
Fuck is wrong with his lips/teeth?
Jesus
This is the kind of thing I mean, more powerful toolsets, on-the-fly calculations, global illumination etc.more powerful behind the scenes tools and more robust real-time simulations allowing for easier and faster content creation and rapid prototyping of designs. Faster content creation means it's easier to create more content and rapid prototyping can allow for further iteration and refinement on designs.
Daggerfall had the right idea, TES VI could do a modern execution of the same thing:
Okay but it's not as if I'm asking for much. Is wanting a large item to react differently to a small item that much?
This. A sense of scale is *wonderful*, but it's mostly cosmetic. It can also be detrimental if the scale is intimidating or confusing. Focus on things that *matter*.You're absolutely right - they could. And critics could immediately pounce on them for having samey-looking dozens or hundreds of buildings with a handful of models, houses that serve no real purpose, redundant shops, etc. Is it more realistic to have two of the same shop in one town? Sure. But when the items are identical and will likely have identical prices, why?
People are forgetting that graphics are the basis of game play and that without 'graphics' there is no 'gameplay' and that one is not mutually exclusive of the other.
The 'graphics' over 'game-play' argument is so flawed and boringly stupid that it's not funny, and flatout annoying really. Nintendo started it and it's frustratingly grrr inducing whenever you see a thread like this and everyone says "nothing can be done any more except to improve the graphics with power now".
That's just completely absurd and despite the fact that improving the graphics substantially also increases the possibilities for game-play.
Shadows, lighting, destruction, world interaction, finer smaller details, living atmosphere and immersion, more of everything going on all around you in the game. These sorts of things are taken for granted by players in most situations but it is all of these subtle details in all situations that make the difference between a good game and a great game and I didn't even mention physics or AI.
That's not even placing any basis on the FACT that GAMEPLAY is always better at higher framerates. Increase the resolution and anti-aliasing substantially and you give the player a clearer picture which improves their gameplaying experience because they can see the picture more clearly and see things in the distance better and more detailed. A prime example might be Battlefield 3 while trying to snipe someone very far away. Graphics make a huge difference on game-play and there is no argument against that.
PHYSICS!
Big
Fat
Meaty
Believable
Physics.
Edit: Just re-read OP. What I mean is, physics that much more closely replicate real world weight and inertia. Things "float" too much at the minute, nothing feels as heavy or substantial as it should, although dev's like Bungie, R*, Polyphony, DICE, etc get somewhere close.
I want things to fall faster.
I want things to hit harder.
Boobs will jiggle like they've never jiggled before.
Wouldn't mind procedural content generation getting used more. Maybe finally with it we could do away with these pitiful cities and towns in games that consists of like 4 houses.
Daggerfall had the right idea, TES VI could do a modern execution of the same thing:
![]()
You're absolutely right - they could. And critics could immediately pounce on them for having samey-looking dozens or hundreds of buildings with a handful of models, houses that serve no real purpose, redundant shops, etc. Is it more realistic to have two of the same shop in one town? Sure. But when the items are identical and will likely have identical prices, why?
Boobs will jiggle like they've never jiggled before.
Wouldn't mind procedural content generation getting used more. Maybe finally with it we could do away with these pitiful cities and towns in games that consists of like 4 houses.
Daggerfall had the right idea, TES VI could do a modern execution of the same thing:
![]()
I find the recent chatter over choices of cpu/gpu etc in next-gen systems fascinating, and I can't wait to see what Sony and MS come up with for PS4/Nextbox.
But though I love the visual upgrade that comes with a new gen, I'm more concerned about how greater processing power could be used to do novel, interesting things in games.
So my question is this: beyond the graphical enhancements, what specific elements in gameplay will be enabled by the next generation of technology.
Note, what I mean here is not generic statements like "improved AI" or "more characters on screen". I'm talking actual (if totally speculative) examples of how greater processing power will allow for experiences that either aren't possible today, or will be much better with more power.
Generally, I'm curious to find out what greater processing power will do for games as a cultural form - and, potentially, whether or not the emphasis on new tech is a concern of markets and economics more than it is the creative potential of gaming (to the extent you can divorce those two things).
I want the individual leaves and branches in crysis to sway with the wind. When you step in gravel I wanna see each pebble move under your feet. When youre shooting a chain gun, I want the physics of each bullet realistically affecting its target.
I remember saying this in jr. high to my friend. That was probably around 2001. I said we'd see it in 15-20 years. A few months ago, he called me up, saying he remembered me saying that and at the time thought it was a ridiculous prediction, but that now, he thinks it's plausible to happen within that time frame.
No thanks. It is not fun walking into the same inn 100x in Skyrim, why would you want to make every building the same in the next?Boobs will jiggle like they've never jiggled before.
Wouldn't mind procedural content generation getting used more. Maybe finally with it we could do away with these pitiful cities and towns in games that consists of like 4 houses.
Daggerfall had the right idea, TES VI could do a modern execution of the same thing:
![]()