Here's an example: Grand Theft Auto set in Liberty City, Vice City, Los Santos, San Fierro and Las Venturas. That's five cities in one open world game. You can travel between three different states (Liberty, Florida, and San Andreas) and do all sorts of side activities, explore a decent amount of interiors, and even get a six-star wanted level to which the military will come after you like the good ol' days. You could even blow up a house with one of their tanks or maybe a UFO from Area 69 in this new game. I don't know about you but that sounds like it would be my new favorite entry in the series. I would pre-order this game in a heartbeat.
The catch? The graphics aren't photorealistic. And you can forget all about ray-tracing. This game clearly looks last-gen visually but to make up for it you can do so much more. The replayability would be endless, I think.
Yes, that and fps. That would 100 be what I want
Here's an example: Grand Theft Auto set in Liberty City, Vice City, Los Santos, San Fierro and Las Venturas. That's five cities in one open world game. You can travel between three different states (Liberty, Florida, and San Andreas) and do all sorts of side activities, explore a decent amount of interiors, and even get a six-star wanted level to which the military will come after you like the good ol' days. You could even blow up a house with one of their tanks or maybe a UFO from Area 69 in this new game. I don't know about you but that sounds like it would be my new favorite entry in the series. I would pre-order this game in a heartbeat.
The catch? The graphics aren't photorealistic. And you can forget all about ray-tracing. This game clearly looks last-gen visually but to make up for it you can do so much more. The replayability would be endless, I think.
this is the problem with realism. it sort of demands an open world. there are no invisible walls IRL. problem is, if you decide to make a linear game, in order to focus on graphics, you paradoxically draw more attention to the gaminess of it all. the more realistic the graphics, the more grating the invisible walls will be. MGS1 Snake not jumping over boxes is ok, but when he's as realistic as MGS4, a 2 foot tall box as invisible wall just seems silly.Why not smaller worlds?
Open world is pretty overrated.
I think Outer Wilds did this quite well. Graphics are good enough, each planet have lots of details and there are quite a bit space to explore.
Here's an example: Grand Theft Auto set in Liberty City, Vice City, Los Santos, San Fierro and Las Venturas. That's five cities in one open world game. You can travel between three different states (Liberty, Florida, and San Andreas) and do all sorts of side activities, explore a decent amount of interiors, and even get a six-star wanted level to which the military will come after you like the good ol' days. You could even blow up a house with one of their tanks or maybe a UFO from Area 69 in this new game. I don't know about you but that sounds like it would be my new favorite entry in the series. I would pre-order this game in a heartbeat.
The catch? The graphics aren't photorealistic. And you can forget all about ray-tracing. This game clearly looks last-gen visually but to make up for it you can do so much more. The replayability would be endless, I think.
Yeap I understand that.this is the problem with realism. it sort of demands an open world. there are no invisible walls IRL. problem is, if you decide to make a linear game, in order to focus on graphics, you paradoxically draw more attention to the gaminess of it all. the more realistic the graphics, the more grating the invisible walls will be. MGS1 Snake not jumping over boxes is ok, but when he's as realistic as MGS4, a 2 foot tall box as invisible wall just seems silly.
chasing realism introduces all sorts of similar problems, drawing attention to issues that otherwise wouldn't be a concern. level design, animation length, game control latency, etc. character AI. a game company could get lost in the weeds just focusing on realism, trying to make the most realistic game ever, near simulation quality, but if they didn't consider the game itself, the play, it won't matter at all.
i think chasing the realism dragon just introduces more problems than it solves. i'd rather people focus on the depths of the gameplay rather than the surface presentation.
The more realistic games look the less impressed I seem to be.
I want better physics and destructable worlds, like this
Hardware limitations. Sooner or later you're going to run out of memory.I want both, is there something wrong with that?