Superhot VR still feels more "next gen" than a lot of the current games. Whether it the hardware succeeded or not doesn't take away that feeling.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.
Of course not.You think the CPU workload on both games is "exactly" the same?
Of course not.
But that’s nothing to do with gameplay.
I really think the static game worlds stick out so much this gen. It takes me out of the experience right away when you throw an explosive, but nothing barely moves, and you just have a quick smoke effect that disappears as all the objects are left pristine.We really need to push physics in games, it's like we had Half Life 2 and then no one really pushed the envelope despite us having far more capable cpu's now. Yes, I understand there are games out there that do it better but they are few and far between and don't really focus on it as being critical to the game play. It would also be nice if we actually had remotely intelligent NPC's...
I really think the static game worlds stick out so much this gen. It takes me out of the experience right away when you throw an explosive, but nothing barely moves, and you just have a quick smoke effect that disappears as all the objects are left pristine.
Even games on basic NES and Genesis had physics like the original Mario and Sonic with the momentum-based movement.
There are so many ways to improve upon gameplay we have now and most of the advancements go towards visuals that somehow look worse with poor art direction and all the post processing that messes up the image quality.
Zelda Botw and TotK can run complex physics simulations on a mobile chip from like 2015/2016. I'm having trouble believing it is impossible on these newer systems. I would also like more intelligent NPC behavior too. Most games feel so robotic. It was one aspect I appreciated from TLOU Part 2. It wasn't about making the game challenging but making the NPC feel more believable.
The Switch has rekindled my love for gaming and not having to obsessively count pixels. I also have a capable gaming laptop as well that I enjoy, but I find I really value gameplay a bit more as long as the overall presentation is good. I wish more of these games focused more on strong art direction instead. Moon Studio's statements about art direction and game design from their upcoming game, "No Rest for the Wicked" is the same philosophy I share when it comes to games.imo part of the problem is the huge power gap between console and PC yet we all play the same games. seems it creates kind of thing for console gamers where they become obsessed with pixel counting and comparing against the rival console, places like digital foundry thrive on this, it's practically an entire industry in itself, one which is based solely on comparing weak consoles and graphic quality against each other, so people care less about gameplay and just winning their side.
Almost every game this gen will have an increased CPU workload. By that definition, it means all those games have next gen gameplay.The CPU workload has nothing to do with gameplay?
The Switch has rekindled my love for gaming and not having to obsessively count pixels. I also have a capable gaming laptop as well that I enjoy, but I find I really value gameplay a bit more as long as the overall presentation is good. I wish more of these games focused more on strong art direction instead. Moon Studio's statements about art direction and game design from their upcoming game, "No Rest for the Wicked" is the same philosophy I share when it comes to games.
Almost every game this gen will have an increased CPU workload. By that definition, it means all those games have next gen gameplay.
Did you play the original Helldivers? A huge number of reviewers have pointed out how faithfully it recreates the original game, down to the same input mechanics and slightly clunky movement controls.
This gen is about no load times and 60 fps at 4k. Nobody said anything about gameplay.
You got that wrong i think, they innovate a lot, just not full different game. Their game design is quite solid mostly. Even it looks the same because artstyle.Nintendo? Next Gen Gameplay? I thought their premise was to constantly rehash their back catalogue, and force the user into rebuying the same games time & time again? Or have I got that wrong?
Physics introduces "design problems" and increases asset cost depending on who you ask.We really need to push physics in games, it's like we had Half Life 2 and then no one really pushed the envelope despite us having far more capable cpu's now. Yes, I understand there are games out there that do it better but they are few and far between and don't really focus on it as being critical to the game play. It would also be nice if we actually had remotely intelligent NPC's...
ThisWhat even is "next-gen gameplay"?
The AI/enemy argument has been heard for years and is true to a degree. I would, however, argue that people playing online pvp multiplayer games is evidence that a portion of people do not want braindead enemies to fight. It’s not necessarily AI, but I would argue that the popularity of From Software games points to this as well, at least when it comes to challenge.This
Most people crying for "next gen gameplay" dont know that the fuck that means. And they may think they want it, but in reality they dont.
Smarter enemies is possible, for example. But many people would find it frustrating. There are tons of articles/essays and etc about this topic.
There would be limits, of course, but you only get a game like Teardown from in independent studio. The incentives for large studios is to do what has been proven to work and generate revenue, which is antithetical to art and innovation. I would not expect anything from the ”AAA” space beyond McDonald’s level “products.”Physics/reactivity? It works in a game like Teardown, but imagine having to populate every environment in an open world game like GTA, every room and etc. 'cause the player would be able to destroy walls. Its simply not possible.
Maybe now with AI we will see this jump that people are looking for. But even then, there will still be boundaries.
I knew that someone would mention FROM games. And despite being challenging games, no, their AI is hardly revolutionary. They just hit harder.The AI/enemy argument has been heard for years and is true to a degree. I would, however, argue that people playing online pvp multiplayer games is evidence that a portion of people do not want braindead enemies to fight. It’s not necessarily AI, but I would argue that the popularity of From Software games points to this as well, at least when it comes to challenge.
There would be limits, of course, but you only get a game like Teardown from in independent studio. The incentives for large studios is to do what has been proven to work and generate revenue, which is antithetical to art and innovation. I would not expect anything from the ”AAA” space beyond McDonald’s level “products.”
I think increasing player freedom and using systems that interact with each other will produce more interesting games. That requires R&D and effort, which is something a large company wants to minimize, until people get bored of what they’re producing. In your example, it would break the game, which is a design argument not to do it. That’s not the reason a lot of companies would not do it though. It‘s a financial decision at its root, with a degree of consideration to both effort and deadlines.
Here:You know I just want good destruction in games. We were starting to get it with battlefield and some other games then all of sudden it was dropped or so minimal that it didn't matter.
When I shoot a rocket at a wall I want that shit to blow the fuck up. I'm a simple man I want to destroy shit having fun
dragon dogma 2, next gen 30fps.
We really need to push physics in games, it's like we had Half Life 2 and then no one really pushed the envelope despite us having far more capable cpu's now. Yes, I understand there are games out there that do it better but they are few and far between and don't really focus on it as being critical to the game play.
Try Destroy all Humans, Mercenaries,Red faction guirellaYou know I just want good destruction in games. We were starting to get it with battlefield and some other games then all of sudden it was dropped or so minimal that it didn't matter.
When I shoot a rocket at a wall I want that shit to blow the fuck up. I'm a simple man I want to destroy shit having fun
I never claimed it was. I was using it as an example to counter your claim that people would be frustrated with good AI, implying that people do not want a challenge. I think people do want a challenged as evidenced by From’s popularity and the popularity of online multiplayer. Playing against a human is much harder than an AI.I knew that someone would mention FROM games. And despite being challenging games, no, their AI is hardly revolutionary. They just hit harder.
Correct, From enemies are not unpredictable. They have patterns and you simply recognize those patterns and punish accordingly. It is rewarding because it is challenging.Good game AI is just like chess pieces: you memorize their moveset and act accordingly. You hardly defeat enemies (mainly bosses) in FROM games on your first try. You try, you die, then memorize their moves, and try to act fast before they finish their moves to defeat them. Thats's why it feels rewarding, not because its unpredictable, but because you understood its rules and beat it.
This is why I mentioned there is a design argument to not have full player freedom. The goals of the game decide the mechanics and design. This does not mean there should be minimal player freedom. It’s much more nuanced and game specific. As of right now, the majority of AAA games are simply stamped out of a mold with no attempt.About the second part from your post: increasing player freedom is sometimes detrimental to other areas in game design.
See BOTW or TOTK, for example, how they suffer to make a compeling dungeon due to too much freedom.
Fully agree here. There is too much to account for once past a certain amount of player freedom and systems.One example: I reached the water dungeon in TOTK way too early. There was no boss, no cutscenes, and nothing was interactive up there 'cause I wasnt supposed to be there.
And see how the story sucks in both of these games, 'cause making a compelling storyline while giving that much freedom is hard af, borderline impossible.
I am the same way. I tend to get bored of linear story games quickly, so they have to be short.This is why I enjoy variety: sometimes I wanna play a game that let me do what I want, and others I want to play a game where I follow the storyline in a linear way.
Yes, there are always sacrifices. The point of the thread, I believe, is that very few developers are even trying. We’re playing the same game templates over and over.I dont think there will be a videogame that will end all videogames. You cant have it all. When you focus on one aspect, you loose another, there's no way around it.
In the contrary, there are lot of things which makes DD series is not as much as open world ubiesque. There is no tower to expand map, there is also non linear stories, there are lot of choices in the stories as well. Even the character editor is top notch. And the pawn system is superb. It is not like any other. Not technically. The gamrplay itself is like against modern game design as well.Everything I've seen from it indicates nothing towards that.
The animation systems seem the same as DG1, the physics and destruction has either been all talk, speculation, or demonstrated in limited/scripted capacity similar to games from last gen and the gen before. AI looks a smidge better, but nothing crazy, because there aren't any mechanics thrown in to accommodate better simulation.
Looks like a fun enough game, but nothing next gen looking about it from a technical or design standpoint as of yet. But it'll surely claim some of those accolades from people looking to get one over on "cinematic" games or Ubisoft-esque open world titles out of spite.
It's less that people don't know what it means, and more that people who respond to those calls get their sensibilities offended on behalf of their favorite or most hyped games.Most people crying for "next gen gameplay" dont know that the fuck that means. And they may think they want it, but in reality they dont.