Men_in_Boxes
Snake Oil Salesman
Helldivers 2 is the only game I've played where it was obvious it couldn't be done on last gen systems.
On its core its still a linear FPS not much different from Half Life 1. Even back then i remember people calling the physics stuff just a "gimmick", which i don't necessarely agree with but we can find modern equivalencies people dismiss with similar words as well.I do agree with that to some extent. But Half-Life 2 did a lot of new things with physics and turn the FPS genre on its head.
We already had that moment. It was the 2D -> 3D transition.People were also completely fine with black and white movies until colored stuff started to come out. We're going to have moments like that with gaming over the next 10 years.
The Wii tried something new. Then Kinect. Then VR.Gameplay hasn't changed since controllers got two analog sticks.
Barely.Crossprogression is a thing.
The latest preview from yesterday mentions that dd2 has over 1000 npcs living their lives and roaming around the world, interacting with the player and each other. Those calculations aren’t free. Their pathing, behaviors, etc, that’s all cpu bound. Let’s not pretend TOTK is doing anything even close to that.
If you want next gen gameplay, here it is :
Nothing embodies this more than...Here is why:
Your game studio pitched an idea to Microsoft, Tencent, Venture Capital, ... and received 2-5 Million USD to get going.
No-one put any thought into the gameplay beyond vague buzz words used in the pitch, but now you have your first milestone in the calendar. 6 months from now you have to show a prototype.
There is no time to design next-gen gameplay for 6 months before you start development, because all those engineers and artists need something to do. You can't pay them to be idle.
So you start putting together a shitty prototype that eventually becomes the final product.
I've seen this so many times. Fuck me.
People seem more concerned about graphics and 60fps over gameplay innovation. Sad really.
The latest preview from yesterday mentions that dd2 has over 1000 npcs living their lives and roaming around the world, interacting with the player and each other. Those calculations aren’t free. Their pathing, behaviors, etc, that’s all cpu bound. Let’s not pretend TOTK is doing anything even close to that.
On its core its still a linear FPS not much different from Half Life 1. Even back then i remember people calling the physics stuff just a "gimmick", which i don't necessarely agree with but we can find modern equivalencies people dismiss with similar words as well.
We already had that moment. It was the 2D -> 3D transition.
I agree that this is the ideal, but an ideal nonetheless.It's not next gen until I can pick out any room in any hotel tower in GTA, go in, bash the door down, find some dude squeezing one out on the bog and point a gun at him til he gives me his safe combo. Throw some C4 in and shut the door, steal everything he owns, blow the window out by picking up and throwing a TV at it, activate the C4 blowing the guy and his toilet up; the door comes flying off too... then I jump out the window, use a chute to land on a boat in the river, I commandeer that and then proceed to the pawn shop to sell my wares.
And behind every door lays a possibility like this not through specific scripting but layered, highly variable generated spaces, NPC systems and loot; all fine-grained and highly contextual.
Next gen to me is peeling back the curtain and not seeing the inner workings in an open world title. If I go up to most doors in an ultra-realistic "AAAA" game and can't walk through then there's a mismatch and it's an instant killer of suspension of disbelief.
And it not just a door to go through but a multitude of ways to go through it. Most will be closed or locked, some already open or occasionally you catch one with someone going through it. If it's locked you can pick it, blow it open, bash it a few times. If someone's in you can knock and maybe they let you in. You could acquire a fake cop's badge and trick them. And behind those doors it'll sometimes be empty, other times it'll be a couple watching TV, cooking, going about different daily business.
Everything I've seen from it indicates nothing towards that.Isn't Dragons Dogma II packed full of next gen gameplay? That's the reason people are citing for it being so demanding.
What makes you say that?Helldivers 2 is the only game I've played where it was obvious it couldn't be done on last gen systems.
I think it's too CPU intensive for the PS4. All the enemy AI and physics wouldn't be feasible on the old Jaguar.What makes you say that?
True! After the countless 'but what about next gen GrApHiCs' threads, this video appeared in my feed that articulately presents some issues and rationale behind the discrepancy in modern AAA games with solid arguments, highlighting how modern games are impressive visually, but the underlying game-logic still resembling that of the PS360 era. Hopefully, there will be a significant leap in underlying game logic and structural experimentation following the numerous recent flops in the AAA(A) category. However, it's doubtful, as rather than addressing the core problem, some publishers might opt to exit the AAA space altogether.
Summary:
I recall the remarkable transitions from Doom to Half-Life, and then to Half-Life 2, each feeling radically different despite all being first-person shooters. Another great example is the progression from Metal Gear Solid 1 to 2 and finally to MGSV, with its incredible systemic underpinnings. The shift from baked lighting in the 90s to dynamic point lights with attached physics is notable. It's why I appreciate the early era of dynamic lighting as developers experimented, combining dynamic lights and physics to create more dynamic environments that players could manipulate, actually making it gameplay relevant, as seen in games like Splinter Cell, Thief 3, and Escape from Butcher Bay, etc.
- Gameplay in AAA has been stagnant and homogenized for the last 10 year.
- Next gen gameplay meaning, the underlying interactive experience that could not be done technically on older hardware. (Ai, physics, game-logic, simulation complexity, reactivity, seamlessness, etc)
- Incremental changes in the form of quality of life are great, but big structural leaps (like games always have done up until the 2010's) have stagnated.
- Reasons are risk-averse nature of the industry, inflating budgets unsustainability and inflexibility.
- Examples given are; Starfield looking next gen, but still playing like Oblivion from 2006. Rockstar still working with a restrictive formula, stifling player creativity, all for the sake of slick presentation.
- Ends on a optimistic note.
The leap from Far Cry 1 (2004) to Crysis (2007) with its impressive physical interactivity, necessitating a new CPU just to run the game, stands out. Early open-world shooters like STALKER (2007) found their footing and evolved with Far Cry 3 (2012). The Souls-like subgenre was established with Demon's Souls (2009), and Immersive Sims became more approachable, from Deus Ex (2000) to Dishonored (2012), among others I might be missing. I'm mostly referring to more sophisticated game logic. Think of how much more fun if was crashing a car in GTA IV thanks to heavier and more realistic physics, compared to its earlier versions thanks to the technical leap. The last significant technical gameplay breakthrough I remember is the Mordor game from 2014, utilizing the increased RAM pool and CPU cycles to cleverly simulate recurring enemies, generating small stories through its impressive Nemesis System. A system that simply couldn't run on the PS360 version, so they took it out.
I'm still rocking my (at the time high-end) 2014 CPU paired with a more modern RTX card, and it's still not bottlenecking in modern games, resulting in a smooth 60fps. It's kind of crazy if you think about it; I wouldn't be able to do the same going back another 10 years and using a 2004 CPU in 2014. And seeing as game-logic runs on the CPU side of things. Moreover, it's intriguing to see that a Switch, of all hardware, does a better job in demonstrating a more sophisticated game-logic leap with BOTW/TOTK on a 2017 tablet and is more impressive than most titles on the big consoles. Yes, we've stagnated quite a bit. That's not to say I don't enjoy modern games, and I'm still hopeful for the future. I'm looking forward to stuff like GTA VI, to see what they'll bring to the table technically!
There are cases, definitely, but recently they are a dime a dozen. But this subject targets the meet between technical leaps providing design opportunities. A lot of missed opportunities there, because of the risk-averse nature of the beast.A great example of not understanding innovation in game design and ignoring the many cases available. I keep hearing the same every generation since the 8 bits computers. And it's always wrong.
Even Sony have forgotten about it.We had a bunch of diehards last year trying to convince us (probably themselves more than anything) that this was the device that would lead the charge in next-gen immersive gameplay. It failed.
Started to watch and turned off instantly, I'm sorry but I just can't do it. His "Hey bros" voice was bad enough but damnTikTok style subtitles?
If you want next gen gameplay, here it is :
This. Developers chase graphics since it’s much easier to bump polygons than come up with innovative gameplay ideas.
It’s not a hardware issue. It’s a AAA developers don’t bother issue.
It’s *exactly* the same as last gen Helldivers, only in 3d.Helldivers 2 is the only game I've played where it was obvious it couldn't be done on last gen systems.
You think the CPU workload on both games is "exactly" the same?It’s *exactly* the same as last gen Helldivers, only in 3d.
They are not risk-averse, they have a budget of hundreds of millions of dollars that have to turn into profit so they mostly bet them in stuff they think people will like.There are cases, definitely, but recently they are a dime a dozen. But this subject targets the meet between technical leaps providing design opportunities. A lot of missed opportunities there, because of the risk-averse nature of the beast.
Example, the fast I/O is a great example in these current gen console that are best utilized by Insomniac recently. But it's still mainly used for visual spectacle gimmick instead of a core mechanics that is player-driven.