| Author |
Message |
|
| Michael |
Posted: Fri Mar 18, 2005 4:39 pm |
|
|
Site Administrator
Joined: 07 Jun 2002
Posts: 8065
Location: Gent, Belgium
|
There's something frustrating about the difference between a memory of the experience of a virtual space and the actual experience of it. It's never as good as the first time.
In general, interactive real-time 3D never seems to live up to my expectations. As a designer, I can imagine how a space feels but it's very hard to create the environment that provokes that feeling. Perhaps it's because of the crudeness of our input and output media.
Maybe, ultimately, it is better to create less realistic-looking environments. Environments that only become real in the mind of the player. The mind of the player is the best output medium for our work. |
|
|
| Back to top |
|
| Staci |
Posted: Fri Apr 15, 2005 12:55 am |
|
|
|
Joined: 14 Apr 2005
Posts: 3
Location: Southern California
|
Ergo my preference for text games at the moment.
Personally, as far as visuals go, I'd never be satisfied with anything less than a holodeck. Just color me spoiled by Star Trek! |
|
|
| Back to top |
|
| Michael |
Posted: Fri Apr 15, 2005 7:54 am |
|
|
Site Administrator
Joined: 07 Jun 2002
Posts: 8065
Location: Gent, Belgium
|
Spoiled indeed.
I personally think the apparent similarity between interactive realtime 3D and the holodeck is misleading. For one, we don't know if the holodeck would actually be fun, entertaining or enlightening, assuming that it would be possible to build it. As a representation technology, it is just that. The holodeck medium does not garantee an enjoyable experience. Those would still need to be authored.
I don't think there will ever be a holodeck. At least not one that is as convincing as the one in Star Trek. And I don't think it is necessary, really, to create a similar experience. Your reference to text games proves this. There's nothing wrong with real-time 3D as a technology. We just need to develop it as an art medium. And the idea of the holodeck is disctracting for this, I think. |
|
|
| Back to top |
|
| MoriartyL |
Posted: Sun Nov 06, 2005 10:48 am |
|
|
Joined: 05 Nov 2005
Posts: 69
Location: Israel
|
| I'm sorry, Michael, but I can't relate to what you're saying. I have played Metroid Prime roughly fifteen times, and it is always a joy to come back to its world. If anything, it gets better each time, as I challenge myself to remember where every major landmark stands. This world, called Tallon IV, is always exactly as I remember it, and my memory when I leave is as vivid as of any place I've ever physically been in. Coming back to Tallon IV is like coming home after a long leave. It should be noted that Metroid Prime's graphics are fairly photorealistic. My experiences on Tallon IV seem to completely contradict what you're saying- maybe I've misunderstood you? |
|
|
| Back to top |
|
| Michael |
Posted: Sun Nov 06, 2005 1:34 pm |
|
|
Site Administrator
Joined: 07 Jun 2002
Posts: 8065
Location: Gent, Belgium
|
| I think we are simply different human beings. Your experiences are different and your memories are different. I'm definitely jaleous of you. But that doesn't help me. I need different stimuli to achieve the same effect. |
|
|
| Back to top |
|
| MoriartyL |
Posted: Sun Nov 06, 2005 2:06 pm |
|
|
Joined: 05 Nov 2005
Posts: 69
Location: Israel
|
I'm afraid I still don't understand what you're talking about. Is the issue just that the direct 3D control adds a barrier between you and the game world? If so, then I see your problem- I have a similar one when trying to explore the world of a text adventure. Having to wonder which command I should use pulls me out of the experience, so that I can never really appreciate the game world. Taking into account your trouble with direct control, perhaps this entire issue can be avoided by using Myst IV's interface. |
|
|
| Back to top |
|
| Michael |
Posted: Sun Nov 06, 2005 2:28 pm |
|
|
Site Administrator
Joined: 07 Jun 2002
Posts: 8065
Location: Gent, Belgium
|
Nono, that's not the problem. It's much more vague than that.
I feel the same about text input versus direct controls. I like direct controls a lot. Almost as much as I dislike Myst. Direct controls add to the memory. I remember exactly how it feels to move Ico around in the castle. Literlly: how it feels in my hands.
Nono, this is a more philosohpical issue. Maybe I let my imagination get the better of me and I make much bigger imaginary things of the games I play, things that exclude all the annoying bits. And then when I come back, the actual game world is not as good as this imaginary version I had fantasized.
This may just be a psychological condition but if it inspires creation, then I have no problem with it.  |
|
|
| Back to top |
|
| picklebro |
Posted: Fri Jan 20, 2006 2:08 pm |
|
|
Joined: 19 Jan 2006
Posts: 110
|
Here I go resurrecting old threads again..LOL..
I think that too much realism in a game can certainly detract from the game if you are intent on creating a mood with the environment. The more realistic it is, the more challenging it is to create precisely the mood you seek.
For instance its easy, in a world (relatively speaking since I'm no 3d artist) to create a magical feel with lots of curling twisting pieces in the landscape and sparkling particles etc - but try to create a magical feel in an every day environment and you've got a real challenge on your hands! |
|
|
| Back to top |
|
|
|