Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, April 10, 2023

Master Game Design Study

A retrospective view of my attendance in the educational system in Finland. Well, not necessarily to Finland schools only, but can be perceived as a global trend, though perhaps not in China or Germany. This part takes on my view of Aalto University, which is branded as a university, but it contains elements of a polytechnic institute. It is nowadays hard to tell which is a university or polytechnic assembly, because everything is commercialized. I tried to get into the masters program of game design, which sounded cool, but the reception was kind of awkward in the game place. This happened over 10 years ago, and has haunted me ever since, mainly because I got disqualified and the disappointment of such a “prestigious” school. I was already graduating in my bachelors in Arts Academy of Turku, where teachers had this vague childish battle of politics and power. After that, my “career” took a sudden stop and changed my view of pursuing ladders in the corporate world.


The game design programme contained an entrance examination. First phase was about doing some qualification tasks, literary and some game design documents, which needed to be done with some preliminary guides. I dont remember what the tasks were about, except one, which was about something to do with designing a board game with a theme of jealousy. I did the tasks, posted them and later got into phase two, which was a visitation to the school where there was an interview by various people. I dont know who these people were, i cant remember was there any introductions at all, but if there were and I dont remember the titles. Only interviewer i do remember vaguely was probably a leader of the whole board, who resembled a poor mans Tom Hall, I mean mainly by external composition. He had this weird obsession to keep a time in every phase of the interview. If time was running out he had to make a notification from it. I mean the interview was already 30 minutes late by the interviewers, because I remember I played Nintendo DS for a long time in the “lobby” waiting my turn. Why do they punish interviewees, if they cannot keep the integrity of their schedule? They should plan these sorts of things more carefully and prepare some buffer time for each interview. There was no rush for any of these guys, because the whole school was almost empty. All the classrooms were empty with massive amount of computers sitting still.

Well, my view of game design as a study subject in a university is pseudoscience. There is no scientific formulation of how to make a good game. Actually many legendary games are written, from a conceptual level, by people who did their own thing and tried new ideas, without any university specialization to the subject. There is no study which speculates the success of a certain idea or concept, or at least if there is, it seems to be a problem nowadays. Why is it important to have a university level degree to design a game? To know what works and what does not? Isnt this common sense? All you need to do is to play a lot of video-games, analyze what did you like and didnt. To have a course to talk with some university level jargon about what works and doesnt, is just a waste of time and resources for everybody, school and students. I have never heard of a successful game, which is formulated by specialized personnel from a masters degree of game design, which would have made an imprint to the industry. If there is, i wouldnt want to heard about it, because it is done by run in the mill opportunistic excel corporate climbers just to make quick cash. Game design is a calling and only those can do interesting concepts and executions, who actually play a lot of video-games and have deep knowledge of actual experience from start to finish of a game. There is just no way around it. Nobody can teach what specific games are all about and how innovate ideas further. If you do have a great concept, the least thing you want to do is give it to a corporation or an institute, so they can take credit from it.


How did this show in the Interview of Aalto University? During the whole interview, we never discussed anything about what makes a good game. Not a single peep about great game design, or anything about existing games.I had a playable demo of a game, which we made in a group of people, and when I showed it to the interviewing board, we never talked about it. Actually, a couple of these guys looked like they did not understand what they were seeing, like this was the first time they ever saw actual gameplay footage, and our game was just a humble shooter in third person. They had no interest whatsoever in the subject. The central topic circulated on how the student is able to dedicate his time to the school. I understand that u have a commitment to the subject, but it is too much to ask to serve the purpose of a school. Schools serve people. The idea is to cultivate a students abilities to innovate and make something in his life. Not the other way, where school objects a student as a pawn to promote a school. The irony here is that the game design degree did not know what they were talking about on the basis of the interview. Since we are dealing with pseudoscience, there is no way that there is a point at all that the whole line of study exists, or maybe it has a purpose for climbing a corporate ladder, when everybody expects you to have no uniqueness.

There is a proof. Two guys who I met briefly at somewhere in the association of the Arts Academy of Turku, who actually got into game design in Aalto at the same time of qualification process. One guy was this hot shot from the USA, who loved to hear his own voice. He had to force his notion onto everything that people did and he had to express himself constantly. It does not fit in a room full of Finnish people. It is cool to have a passion for the subject, but there is also reticence and discretion to form a great person and consider other people. The most awkward thing was these constant notions to his wife, which was embarrassing and made people sick. It is a funny joke at one time, after that it is worn out.

The other guy was a senior alumni from my line of study in bachelors. He was this hip guy, who did not care about other people at all, and this immature attitude all the time. One time he was teaching some nonsense and we had a field trip somewhere. Map was on the canvas pointing to the location and I asked where the location was. He and a couple fellow students laughed and this alumni said that the location is on the map. Well, their laugh ceased when I said I cannot see to the other side of the room, obviously because I am myopic. Well atleast i tasted a little bit of embarrassment from their faces, but later I did not have any respect for this guy and tried to avoid him as much as possible. The delicious part was that his graduation work, which is supposed to show talent and skills, was so embarrassingly bad that I have ever seen such bad student work. It was a Flash animation, with some noisy music typically for a person in puberty, and the whole animation was trashley done. The narrative had no point and the whole execution yells how the maker ever got this far, now looking back how on earth he ever got to the game design masters. Answer is quite obvious from both of these cases: You can talk your way around anything nowadays, without skills or talent. You just need to say the right words. That bothers me the most. Watch JoeyBToonz in Youtube, if you wanna know what i mean.

Saturday, December 25, 2021

Battlefield 2042

 My take on Battlefield 2042 in EA forums:

"Hi.

I don't know why I am writing this garbage, because I know EA/Dice does not listen. Maybe I am miserable and sad, or maybe I have a slight hope for 2042, but it is also vanishing when I realize the game is turning sour with every patch. I have been playing video-games since 80s and i have seen lot of sh*t. Battlefield 2042 is one of the worst Battlefield entries there is, because it looks like it does not have any aspiration. IMO one reason is that it represents the Bad Company and COD generations. Battlefield 2 was a magical experience, even though it was buggy, but was extremely fun to play. Then the BC2 came around, and it was the bad turning point, mainly because the map designs were small, tight and flat, including chokepoints and design which forced the player to go head to lead. After BF2, that was very disappointing, and it echoes through ages to 2042 and players playing it.

Tactics:

In 2042 Breakthrough, ally players are always behind a capture point or just hanging around it, while the other capture point is captured by the enemy and usually the match is over at that point. This example is the most common thing in Euro servers. There is probably one guy from a squad going around the cap zone, trying to cut the enemy intrusion and besiege the enemy infested cap zone, but this does not work if there is one or two guys facing 5 to 20 enemies. I am not trying to be old and stiff sod, because hey kids can have their headless chicken experience, but as far as i remember the game was advertised as all-out-warfare, which it is not. Honestly, I don't know how to teach people to use brain cells and L2P. Maybe the game should enforce and encourage the tactical experience and decisions, which is rewarded somehow. Forget the COD; Not everything, which is successful in the game market, needs to be redone in every franchise. Put in a commander, which could orchestrate the field and put in some tactical objectives which are rewarded for troops when doing them.

What are weapons made from:

In common sense, weapons do NOT have a damage model. Bullets are ones which cause damage. Some can argue, what if bullets are filed, what shape it does have, what casing there is ... and honestly, i don't know what or how many bullet models there is in the world, and i think it is not relevant to the game design in that great perspective, and the idea needs to be simplified for the game. For a game, there could be only 3 classes of bullets: Small are for pistols and submachine guns, medium are for assault rifles and carbines, and biggest are for rifles and machine guns. Each class has their respective damage. Shooting with a sniper rifle or machine gun, does not have any difference per bullet.

Then we are coming to the argument about different weapons, which all affect greatly and differently to the bullet damage (in real life). I don't think the developers have any idea either, because guns are imbalanced and behave irrationally. Some are just useless and some are just overly popular. This could be tested in the R&D in EA/Dice headquarters. In there, developers could round up some executives, game designers, studio directors and everybody who made 2042. Reveal their butt cheeks, put on blindfolds and earmuffs. Take let say two sub-machine guns in real life, for example Uzi and Mp5 (which i don't have any idea what they actually are), in 5 meters, one a$$ cheek takes a hit from the Uzi and other from MP5, and ask the test subjects, can they identify the difference from the pain. If they can decisively identify which gun was which, then I was wrong. If they can not, the correlation between guns and bullets does not matter in game design wise. To notify everybody delicate, THIS WAS NOT A THREAT.

Bullets do the damage and guns only possess how they behave and affect trajectory/ballistics. NO, okay.

I try to reason about the subject with a sniper rifle and a machine gun. In 2042, a shot to the head from a sniper rifle kills instantly in any distance. With a machine gun (LMG), you can not make a kill from a head shot with one bullet, because machine guns are designed to spray rounds around and sniper rifles are the comic book version of camping. If you meet a sniper as far as 300 meters and you start to shoot him with a machine gun, he could easily eat 50 rounds to make a kill, while a sniper has easy time to retaliate and make a kill from one bullet to the head. Maybe i'm a bad shot or i can not understand the logic or i won't understand the design or i refuse to understand the cartoon. Are people happy with this? Since BF2 guns made no sense, but BF2 had way better maps (Infantry only in Karkand as an example).

Next subject is why snipers are always pampered, while they are doing nothing constructive? Is it enough that there are dozens of snipers around the map just for attraction to opportunistic behavior. If you are having blasting time with fellow enemies, there is always a sniper ruining the experience for both sides, either stealing a kill or killing. Can they be limited to, like 1 sniper per side, or make the sniper gameplay a little bit more challenging. I have played my time with a sniper, and all i can say it is the easiest "class" there is. U just sit down and try to make easy kills from a safe distance. From a bullet damage perspective, can a sniper rifle do the same damage as a machine gun bullet does, since they practically shoot the same size bullet? If this is disputed, it can always be tested with the butt cheek test.

Another swell time for opportunists are vehicles. Is it possible to have an infantry mode? Of course not. Can helicopters go to base like refueling and stock up their rockets, instead spraying them around like no pause. Could the vehicle controls be more sophisticated? Can battle tanks lose fuel, when camping behind their own lines?

Random questions:

Why are squad sizes only 4? Ought to be more? Why are squads dismantled after a match? Why is there no proper scoreboard? Why are maps basically bowls and plains? Why are there no more foliage and all sorts of stuff on a ground in 128 player matches? Why are there heroes with the most embarrassing voice lines after every match? Can there be faceless soldiers like there were in BF2? Why are there an overwhelming amount of repetitive intros and video materials before the actual match starts? Why is 2042 all over the place? What is going wrong in the studio? Who is in charge of the development? Can pencil pushers and people, who only know how to use credit cards and look at the revenue from excel spreadsheet, be fired or transfered to a room where they cannot affect the actual development? Can a master developer/designer be a guy who knows games from like the 70s to this day, and has played and seen a lot? Have these questions circulated already? I am a bonehead? Is there life in outer space? Did Klaus Barbie's life in South-America make any sense?"

Tuesday, December 15, 2020

Commodore (CBM) scrapbook

 This is a scrapbook dedicated to Commodore, its products and culture around it.

Jack Tramiel:

 ----

David John Pleasance was one of managers in Commodore (CBM), and lived/lives pretty magnificent life. U can order the book (Commodore – The Inside Story), which will illustrates Davids life during Commodore era and around it. Great great reading.

https://davidpleasance.com


 ----

C= magazine was Finnish publication for Commodore related stuff. This magazine is only in Finnish language.

http://amiga.unikko.org/C-lehti/

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Bil Herd was an engineer in Commodore and has interesting inside stories from an engineer perspective.

https://www.youtube.com/user/BilHerd

 

 ----

Some random stuff:


 



 
 

Saturday, September 19, 2020

Game Industry



My passion is games, not only video-games, but all sorts of games. I observe the world through game mechanics, and one can say that life is a game, a kind of brutal action adventure rpg, where there is only one death and zero respaws. It could be a limitation of our perspective in life, that what happens past death is up to the imagination of individuals to have hope for continuity after death. Primary consensus is that death is final and the identity is shredded so new life has an opportunity to change the playground with fresh ideas.

Video-games are the thriving form of interactive entertainment, which has been upcoming and developed rapidly since the 70s. Corporations can have over 100 developers in a team while the 2k era is trending indie development.

I have always wanted to make video-games, but not only some games, but my designs. My passion does not lie on corporate structure, although i dont care what structure is behind a development as far as the project is healthy and developing. I have tried to do games in varied projects and in my solo projects, so far all failed. In a team i have found that if the team has no fertile synergy, or some part of the machine is malfunctioning, the project is in grave danger to fail. That is why i wont ever again take part to a development where i am not in the lead. I need a team of developers under my design and command to make my dreams true. It might sound toxic, but of course team can function normally in their pits, and i wouldnt hold people back, as long as the direction is right. Yes, i want to be a director. I have experience from lots of games and i know what game designs are boring and impotent. I even know pretty fast how to develop ideas further from existing ideas.

Case example could be making new 3d fps in Mega Man X universe using almost the same gameplay elements from Doom Eternal. With the right team and direction, the result would be glorious, and finally the Mega Man X franchise would rise from ashes in a new refreshing package. This is a primary example of professional game designing in a nutshell.

I have tried to make my own games in a solo project using high-end engine like Unreal Engine. What problems i have found is that the project wont develop fast enough, because of the need to maintain some quality. When the development is staggering, motivation is diving and development stalling. It does not make sense to make a project if it cant reach the certain quality pillars in my mind, and it is not even considered to lower standards, because that would definitely hurt my pride and unmotivate further. I would rather not to do any games if the visuals or gameplay implementations are unreachable by myself. This is why i want a team. A team is key to success and i dont want to make a game which looks like a one man job. But i dont want a team consisting unpassionate workers or some corporate climbers, and least some suit producers who have no vision whatsoever and i have to answer these people.

In short, i am not passionate enough to make a game alone. I am also allergic to people who doesnt earn my respect. Why waste life making a game alone when it would never reach certain qualities/standards. I cant program or use tools efficiently, because i guess i lack intelligence. I am also fed up with shovel working in graphics, because i have done it a lot and someone who likes to do it should do it instead of me, so i could focus on drawing horizons and big lines. Why search development team, when all resources are behind suits and corporate bureaucracy, which are irrelevant to game development. How to tell a suit about visions if he probably dont know what i am talking about. In other hand, if there is a suit in game industry who knows lots about games, why would he spare time for me, when he has rush to do his own projects.

Indie development has lots of versatility to offer to make a project, and maybe scouring the Internet would help finding right people. Am i really interested to have that much trouble to dig a bottomless pit when all the greatness that indie game development has offered is in the form of Minecraft. Do i really want to be that muppet? All i can think of is that either u go big with a professional team or stay on the sidelines playing video-games and enjoying life in its simplicity.

Wednesday, December 5, 2018

Conquest maps in multiplayer.

Usually when u are playing conquest maps in everybodys multiplayer FPS games, u often notice same problems with teams and players.




Here is a setting for a ongoing match, where red is dominating and blue is suffering. Entry points means team spawn points. In this sample is demonstrated how player minds works. When blue team is stuck and cannot expand to capture other points, they spawn to C1 and C2 and tries to face off the dominating red team. This does not make any sense, and this is what usually happens in the field.



There is an entire border for spawning at the bottom of the map. From there, squads could fast and efficiently distribute themselves to multiple areas at the same time. Ongoing map shows that there are only minority amount of players trying to maneuver themselves around the hot zone between area C and area B, while most of the players are stuck in frontal attack and are losing time. Even the stars shows the blue team squad leaders stuck in the middle of the jam. Squad leaders should be those who takes responsibility and look for the angle and flank the enemy forces. But of course nothing as this simple is possible for majority of players. Nobody cares and nobody learns.

What a waste of time and potential of great maps in conquest type of games. This game is called World War 3.

And btw why people want to play snipers in a multiplayer fps? Desperate for a kill, without skill?

Saturday, November 17, 2018

Video games in the year of 2018.

2018, what a great year in video game industry. I can remember disasters like fall of Commodore and rise of Sony Playstation and optical discs, but i cant remember any tight spot in history where multiple high profile game industry leaders have failed at the same time. EA-Dice tries to rip players from money with new releases, latest BFV, which was some kind of turd ball of SJW and actually being Bf 1.5. Blizzard usually has been a very trustworthy player which does not take big risks, but apparently Blizzard has lost its touch trying to pull a major franchise to mobile devices. Diablo was one of the icon of hardcore gaming, it apparently is not anymore. Mobile platform is going ever to be HC. The ruling platform for video games is simply PC, because it has most calculation power in CPU and GPU, and it has WASD. Even modern consoles are not hardcore, because twirling thumbs on a pad is just not equivalent to WASD. And u can forget motion and VR, so far they have failed the potential. Bethesdas Fallout 76 is a disaster, which is hard to believe from a company which brought us successful games like Oblivion and Skyrim. Ironically, appears that console game, Red Dead Redemption 2, is already a success.

Monday, February 26, 2018

A Batch of Chain-link fences in games

Here is an another batch of video games featuring chain-link fences.

Batman: Arkham Knight (2015):


Generally this game has so much details, objects, ui information and effects in the screen, that it clutters whole visual experience. For example roads are filled with junk, it is hard to even figure out where the actual road is when in a hurry. And top of that, there are the visual effects, like lighting effects and the rain effect. Unreal Engine has pretty good rendering engine, but there is a border when there is just too much of stuff on the screen. Quality of the chain-link fences are pretty good and shows how good graphics can be and how much graphical tricks can be presented in an open world experience with some tube run scenes.


Crysis 2 (2011):


Cryengine has a reputation to be a very complex engine, which means it exhausts resources of a machine back in 2011. Chain-link fence sample proves that graphics are really good, but that is it. The game itself is very boring


DARK (2013):


DARK represents cartoonish graphics, which is just an excuse to be stylish, lacking lots of texture quality as can be see from the chain-link fence sample. DARK is so mediocre game ovarall, that it just fades to the sun like a vampire.


Dead Rising (2006):


This is the oldest game in the batch, and it looks really old. For the time there was limitations to the graphics and chain-link fence sample shows how gigantic those chain-link frames are to save texture space. Graphics tries to be convincing, and they are enough detailed to be realistic.


Hard Reset (2011):


Hard Reset is a weird game. It has this gloomy and cold atmosphere from visuals and gameplay. Levels are screaming emptiness. There is not much of life in there, and when something moves, it usually is an enemy bringing death. This doesnt mean it is a scary game, but just cold like in future scenes in Terminator movies. Lack of humanity in the levels makes whole game strange. Textures are detailed, mostly because of levels are narrow tube runs.


Mafia 3 (2016):


Mafia 3 rendering engine brings absolutely beautiful graphics. Texture details suffers mostly because of it is an open world game where is lots of content. It is hard to say why the chain-link fence looks like it has double layers, but maybe it because both sides are represented?


Metal Gear Solid V: Ground Zeroes (2014):


This game has the most impressive chain-link fences from the batch. Texture sample in it has lots of resolution and the chain-links are deliciously intertwining together, which means the depth is gorgeous. Graphics in other hand are not that impressive, though the game contains a moderately big level.


Outlast (2013):


Outlast has very crispy graphics and they are generally pretty good. Chain-link fence sample though is very poor. Overall the visuals gives player brownish impression, mostly because the game tries to look dirty, gory and disgusting. Darkness is one major feature in the game, but it is represented as pitch black. Better and more aesthetic approach would have been to tint the black to a mild colour, like danger zone would have very dark red hue, cold place has dark blue and disqusting greenish darkness and neutral brownish darkness.


Quantum Break (2016):


Remedy is a finnish developer who made their name mostly from Max Payne. After that the tub has fallen from grace for a long time. Their major fetish is to bring some suspense Hollywood narrative to a video game, and that is their biggest problem. Max Payne worked very well, but Alan Wake and Quantum Break are just utterly boring experiences and story is way much at the foreground. If they want to make a video or movie, they should make a movie, not games with some corny stories. Of course consumers assumes that big boys knows what they are doing, and some players, especially finnish, pathetically are enjoying their failures, just because they are finnish game studio. Cocky people at Remedy should just focus to a more rich game concepts and mechanics, not stories. Their technology are not impressive anymore, barely holding small scale levels with poor quality textures and effects.


RAGE (2011):


RAGEs selling point was graphics and mostly huge texture catalogue. There is lots of details in textures, but lacking more game content. World feels empty and for open world game, there is way too little of game content. Graphics engine barely held on the speed of player, which appeared that texture drawing is always late when player changes the view. Chain-link fence shows that textures are not detailed in close distance.


Resident Evil 5 (2009):


Resident Evil 5 has very good and detailed graphics because of level designs are tight. There are couple variations of chain-link fences, and they look poor. They tried to push more details to the 3rd person characters and other aspects on levels, which is correct thinking in graphics design wisely.


Rise of the Tomb Raider (2016):


Tomb Raider has generally good graphics, mostly because of texture quality and resolution and open world experience is modest. Chain-link fence shows just extremely poor texture work with alpha.


Rising Storm 2: Vietnam (2017):


Chain-link fence sample is the worst from the batch. Quality is just very bad and maps are not even vast.


Sniper Elite 4 (2017):


This game has very beautiful graphics in overall and chain-link fence shows very bold texture work. Maps are open world and player can roam them freely. Texture quality in other textures are impressive and creates good impression of the rendering engine.


Watch_Dogs (2014):


Watch_Dogs is a game, where Ubisoft had to create a hacking game, without featuring hacking. Hacking means that player presses a key and technology magic happens. It is the most understatement for what hacking really means. Then it tries to feature vigilante violence in the streets, ending to be just another stealth shooter with a loose theme. Graphics are sharp, but something in the texture work shows deficiency. All the renderings gives impression of plasticity, like a world in some kind of ball pond.


Watch_Dogs 2 (2016):


Ubisoft tries to bring urban street culture to the state of the art hacking. Again, hacking is forgotten and Ubi brought good looking, athletic traceurs and graffitis to the world of technology. It is a very embarrasing composition. Graphics and textures are detailed, and lighting model is pretty good, but superficiality radiates from everywhere.

Saturday, October 14, 2017

Crossout

Basic concept of this game is great, cars made of junk, fabulous.

However my main argument is the weapons. For example there are cannons and turret cannons, which are what they are. They basically are some kind of dart throwers which does some minor blast damage. But now somebody desided to include those "plasma" weapons, which looks out of the original theme. They look like Super Soakers shooting water balloons and doing way too much damage. They need to be down graded or utterly removed. Why not just adjust cannons and turrets making more damage and blast radius? There is simply no good reason for plasma guns. They are cheesy and corny in its basic form, without originality. And what is this microwave oven lazer? These new weapons are same as old weapons just with new skins.

If u need some fresh ideas for weapons, hire a game designer with a sense of humor, who is brave enough to try new things. But here is some ideas which could flourish the theme a little bit (humorous):

How about a giant hammer?:


How about a flailing morning star?:


How about a oil soaker? Later those spills could be set on fire:


About existing weapons:

Why a lance has energy drain only 1? Some people only spam them around their vehicle and instantly kills a player, completely ruining somebodys round. Put them like 4 or 5 drain each. Or u could drop down erergy drain of cannons and turrets to 2 per piece. Fair enough? Or u could put a module with 1 energy drain which gives player ability to jump.

And whose idea was to insert drones to the game. They seriously needs to be down scaled like 5 drain per box. Now they make way too much damage, or shooting way too far per bot. Drones should be and addition to somebodys arsenal, not a primary focus. Now it means spamming things around and literally doing anything relevant for battle of others with guns. Drones always lamely ruins somebodys match.

If there are balancing issues, there are these "Excel" softwares where a designer can put down values and easily compare things together.

Lastly, weapons should be last things to be preserved. The game is over when weapons are destroyed. The teamwork is not emphasized enough for players to work seamlessly together. 90% of matches are just random behaviour. Weapons should drop only when a cabin or base structure is destroyed.

Chat is utterly useless. I havent ever, not even once, seen any constructive nor tactical input from anyone, and i have been playing this game over 200 hours. At least put an option to remove the whole thing.

... Otherwise it is good game with great potential for serving exciting battles. And i truly a fan of this game.

Thursday, June 1, 2017

Chain-Link Fence selection

Chronologically:

Tom Clancy's Splinter Cell (2002):



Lego Batman: The Videogame (2008):



L.A. Noire (2011):


Max Payne 3 (2012):




Sleeping Dogs: Definitive Edition (2012):



Tom Clancy's Splinter Cell  has best looking chain-link fence from this selection, and overall graphics are very good considering how old the game is.

Lego Batman has worst quality overall in graphics and in chain-link fences, but graphics were not the selling point in this game.

Sleeping Dogs has very nice graphics and chain-link fences, considering it is an open world game.

Last from selection is two games from Rockstar Games, Max Payne 3 and L.A. Noire. Max Payne 3 is a scripted tube run shooter, and has best looking graphics overall, but not the best looking chain-link fences. L.A. Noire in other hand is open world game, and therefor overall quality in graphics suffers, but is still very good looking game and has good looking chain-link fences. Rockstar Games is the studio collection which really pushes out quality games, both in graphics and content.


Wednesday, September 28, 2016

Shadow Warrior 2013 Chain-Link Fence


Above is a screen capture from Shadow Warrior, which came out in 2013. As u can see, there is not much of difference if u compare it to DOOM 3 from 2004, although DOOM 3 fence looks little bit better.


Both games are strictly scripted tube runs, with narrow 3d spaces. Still DOOM 3 manages to overrun 9 years later arrived Shadow Warrior. Reason might be that id Software has a long history in game development and graphics coding, and they had John Carmack, a modern day wonder of graphics programming.

Here is a sample why John Carmack is important.


On the other hand we have the developers of Shadow Warrior 2013, which are called as Flying Wild Hog and their engine The Road Hog Engine. Flying Wild Hog and their engine are pretty new in the game industry, while id Software Tech has been around since beginning of nineties. The Road Hog Engine can produce colourful renderings with basic visual effects. While playing Shadow Warrior 2013, u can see that the technology is not the best around, everything looks jelly or slimy rubber, no matter was it rock, water or jelly.

Tuesday, August 30, 2016

Duke Nukem Forever Chain-Link Fence

Duke Nukem Forever was released in 2011 and it was a disaster, especially in graphics. If a sample of chain-link fence in Duke Nukem Forever looks like this:


And from 2004 DOOM 3 fence looks like this:


No matter how much DOOM 3 picture is downsized, u can see the difference in quality. Both games are made for scripted tube runs in tight 3d spaces, but only Duke Nukem Forever looks older than DOOM 3. 3D Realms has always been second/poorer version of id Software. Both worked together somehow, shared technology(?), but 3D Realms was always left with an old and worn technology.

In 1992 id Software brought us Wolfenstein 3D and was published by Apogee Software, which is 3D Realms. Then Apogee brought us Blake Stone: Aliens of Gold (1993), which is practically Wolfenstein 3D, or uses same technology. Then id released DOOM in 1993, which ate Blake Stone. Duke Nukem 3D came out in 1996, but id Software brought Quake in 1996, which is full 3d, while Duke 3D is not pure 3d, and uses old engine called Build. In 1997 3D Realms released Shadow Warrior which is practically Duke Nukem 3D with a new mask. This is where 3D Realms is totally lost and tries to keep up with technology for Duke Nukem Forever, constantly changing technology to new engine, while id Software maintains it stable production with fresh technology.

Monday, August 1, 2016

Duke Nukem 3D Chain-Link Fence

Duke Nukem 3D was released in 1996, and graphics are fabulous.


14 years after Fallout: New Vegas came out.


It is funny to see how close in quality these two fences are from totally different era of graphics, no matter how many pixels are in New Vegas texture and how few are in Duke Nuke 3D texture samples. It has to be remembered that Fallout: New Vegas is an open world game and Duke Nukem 3D is scripted, small milieu game. Still it is impressive how good looking Duke Nukem 3D still is, and how boring looking Fallout 3 and New Vegas are. Guess working with fewer pixels lets imagination wander more blatant.