| GP Forums / Games Discussion | |
| Small details you want to see in games. | |
| Page: 1 2 3 |
BlightedArt
Noble
|
I was watching Zero Punctuation and Yahtzee gave mention on how in Max Payne 3, the detail of Max holding whatever gun the player was using in a gunfight is still visible in the following cutscene. Little details like that are what can make a good game great, and I got to thinking of what other little details I'd like to see in games / are unaware are already in some games.
- The players body language changes in cut scenes depending how much health they have remaining when the scene starts, character will limp or clutch at their side if the cutscene starts with low HP. What about you? Can be anything really; doesn't need to relate to cutscenes etc... |
||||||||
|
|
|||||||||
InvisibleShadow
Watch your back
|
I think both Gears of War and Halo do the "carry gun through to cutscene" thing.
---
Currently playing: - Halo 4(XBOX) |
||||||||
|
|
|||||||||
friskeN
Monarch
|
You're kidding, right? Halo is reknown for Master Chief always holding an Assault Rifle in every single cut-scene. This is completely the opposite of what BlightedArt mentioned, but I do feel Halo pull it off rather well. ---
Apotheosis ' Crow^ ' decade ' friskeN ' kjaek ' luNatic |
|||||||||||
|
|
||||||||||||
InvisibleShadow
Watch your back
|
---
Currently playing: - Halo 4(XBOX) |
|||||||||||
|
|
||||||||||||
friskeN
Monarch
|
Oh my apologies, playing through Halo 4 I noticed it quite badly and my friend noted that the Halo series has always kept Master Chief with an assault rifle throughout all cut-scenes etc. After a while I came to quite enjoy it, it was like a motif throughout the game.
---
Apotheosis ' Crow^ ' decade ' friskeN ' kjaek ' luNatic |
||||||||
|
|
|||||||||
InvisibleShadow
Watch your back
|
Yeah I just googled it and it was only done in Halo 2 & 3, all the other games he has a default weapon that Bungie/343 selected for that cutscene.
http://halo.wikia.com/wiki/Cutscene
---
Currently playing: - Halo 4(XBOX) |
|||||||||||
|
|
||||||||||||
BlightedArt
Noble
|
![]() |
||||||||||||||
|
|
|||||||||||||||
InvisibleShadow
Watch your back
|
Actually, I would really love to see a game that allowed puddles and running water to form whenever it rained, and to have the physics-based mud to form in areas where the ground was wet and then churned up. ---
Currently playing: - Halo 4(XBOX) |
|||||||||||
|
|
||||||||||||
friskeN
Monarch
|
SORRY BLIGHT!!
![]() I personally would love to see dynamic environments interact with character models. I haven't played too many games, so I can't say if this has ever been done before, but a game I have in mind for this would be something similar to Skyrim, where dynamic environments are plentiful yet your model appears unaffected. What I'm meaning here is simple things like; walking through snow, your boots get covered and snow piles up around your shoulders/hood etc. Mud get carried with you, dust covers your body, water makes you appear wet etc and takes a while to dry due to sunlight. ---
Apotheosis ' Crow^ ' decade ' friskeN ' kjaek ' luNatic |
||||||||
|
|
|||||||||
Skorky
Emperor
|
There are a few games with effects like that in them but their names aren't coming to me... iirc Max Payne 3 was pretty good for things like this?
---
“Then they set out along the blacktop in the gunmetal light, shuffling through the ash, each the other's world entire.” |
||||||||
|
|
|||||||||
BlightedArt
Noble
|
All goods, I should have realised that Max Payne 3 wasn't the first to do that. Puddles and things would be great; maybe they could form and cause opponents to slip etc too.
friskeN: That'd be really good too; Assassins Creed 3 has some nice steps into some of those areas (trudging through deep snow) but that only effects the animation really, it doesn't "pile onto" the character like you suggest from what I recall. Definitely more ways of incorporating weather patterns dynamically would be great for immersion. ------------ While I didn't like Fable III's 'hand holding' mechanic to get people to follow you (it worked better for Ico, because the character you are leading felt timid and frail and in need of that kind of incentive); I'd still like to see more games that go along the idea of physically interacting with other characters to get them to do things. Maybe putting a hand on the shoulder of a partner to quietly tell them to wait up before walking into a trap... or being able to drink half a health potion and give the other half of it to a teammate. Last edited 20 Dec 2012 at 5:43 pm by BlightedArt |
||||||||
|
|
|||||||||
Estumas
Prince
|
I like the little details but most games this gen just don't pay attention enough. I remember when we got to the DC/PS2 era and some devs began focusing more on the small items they could begin to build. I remember people being obssessed with the MGS2 demo because you could knock over the ice bucket in the bar on the ship, and the cubes would slowly melt and shoot the alcohol bottles at top middle or bottom and get different results, or a few years later when Black came out and had realistically modeled guns with moving parts including belt clip holders and that well thought out. But as games became larger once more in that scale, especially this gen with events driven scripted mega moments a lot more of that sort of fine details gone away because budgets got bigger but the time to allow for that sort of smaller things went out the window. Also, kill me for saying it, but when we had pre-rendered background more thought went into atmopshere design even with real time work. Look at Capcom's remake of Resident Evil from over a decade ago for touches that mix the pre-render with real-time lighting effects that some games released now can't even do.
Personally I always like nice real world touches in visual design, like floating dust illuminated through light in windows, dripping water, and nice simple puddle effects etc. Companies like Naughty Dog do a lot of this along with the set piece moments in their games, which I like, and I think it's what helps sell their games. But ironically after saying that I believe they have the "always has basic handgun/assault rifle in cutscene" thing talked about above when it came to Uncharted and the game is filled with heavily scripted events. Go figure. |
||||||||
|
|
|||||||||
jaygee
AKA The Man of the Century
Bitch be tripping balls |
Dead Rising was hilarious for that reason
|
||||||||
|
|
|||||||||
seanhinton
Emperor
|
Breathing, and not just an end of sprint "im out of breath animation", I mean consistent and dynamic breathing that's just subtle enough to make me believe my character is actually alive all the time.
---
Rambo<Sean> |
||||||||
|
|
|||||||||
InvisibleShadow
Watch your back
|
---
Currently playing: - Halo 4(XBOX) |
|||||||||||
|
|
||||||||||||
Haisley
Prince
|
MGS4 is probably my favourite game. I thought it was cool how your current octocamo was visible in cutscenes, but your gun always went back to either the pistol or the M4 regardless of what you had equipped
![]() ---
2500k / P8P67 / 2x2GB G.Skill Ripjaws CL8 1600MHz / 6950 2GB / OCZ Vertex 2 60GB SSD / Samsung F3 1TB / Corsair HX620 / Windows 7 HP 64-bit |
||||||||
|
|
|||||||||
s0cks
Emperor
|
Actually the Max Payne 3 comment isn't entirely true for every cutscene. If he's holding a large weapon or dual pistols and the cutscene requires him to use his hand for something (even if it's just steadying himself against a wall) then he will go back to using the default pistol. Still, better than nothing.
---
Gigabyte GA-P55A-UD4 | i5-750 | 8GB DDR3-1600 HyperX | Intel 520 120GB SSD | Galaxy GTX570 SLI | Win7 Pro 64 Xbox360 Elite - Jasper |
||||||||
|
|
|||||||||
BURN_BABY
You Got Burned!
[SMG] |
Final Fantasy XIII-2 has this cool feature where they do a 'last time, on Final Fantasy XIII-2' montage of all the previous cut-scenes when the game loads. That would be cool for other games with heavy story modes. They also have a quick recap of the events that happened in FFXIII via an encyclopedia, which is nice if you ragequit on the second-to-last boss, like I did
![]() |
||||||||
|
|
|||||||||
EvaUnit02
Soviet Linux |
NPCs reacting differently to your actions in story-driven sequences. I.e. Some characters in Alpha Protocol will react completely differently to say Michael wearing a sneaking suit to him rocking a ridiculous ZZ Top beard. In Deus Ex games, NPCs usually react to your play style in previous missions (eg lethality, if you were undetected). In some titles characters will react depending on how much time you spend stuffing around getting to them.
BODY AWARENESS in First Person games. I.e. If I look down then I see my torso and feet, I'm not just a floating camera. Stripped down HUDs and using said body awareness as part of the HUD. I.e. In Far Cry 2 and Metro 2033 if you did certain things, like check your map, the player character would physically pull out a map and hold it in their hands. ---
C2D E8500 w/ Zalman CNPS-7700AlCu - Asus P5Q Pro rev1.0 - G.Skill 2x2GB DDR2-1066 - Asus GTX560Ti/1GB DCII TOP - Auzen X-fi Prelude - 640GB Seagate - 750GB WD - Corsair TX750W |
||||||||
|
|
|||||||||
Nakor
Emperor
Rainbro |
Bullets come in funtional, discrete magazines rather then the 'bullet pool' we are currently given in almost every game. For example:
You have 8 magazines of 30 bullets. Load the gun. Gun has 30 bullets, you have 7 magazines of 30 bullets remaining on your body. You fire 15 bullets, and reload. You now have 6 magazines with 30 bullets and 1 magazine with 14 bullets on your body, and the gun has a fresh magazine of 30 bullets + 1 in the chamber from the last magazine (where relevant). Eventually you are going to have to come back to that magazine you reloaded when half empty and it will still only have 14 rounds left. None of this magic magazine filling. If you want to sit out and spend the couple minutes to transfer rounds from one magazine to another thats cool, but it irritates me when you can shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, shoot a burst, reload, and still be loading up full magazines you pull out of your ass just because you have more then 30 total shots left. ---
One, two, buckle my shoe Three, four, buckle my shoe |
||||||||
|
|
|||||||||
Feliz
Prince
|
I always think it's weird that your model doesn't look wet after swimming in 3rd person games. I was pleasantly surprised when twilight princess had this done fairly well, but a lot of even more modern games don't have this little thing that I think adds just that extra bit of impact from the environment.
|
||||||||
|
|
|||||||||
InvisibleShadow
Watch your back
|
---
Currently playing: - Halo 4(XBOX) |
|||||||||||
|
|
||||||||||||
Nakor
Emperor
Rainbro |
False, the number of times i have seen people get smoked because they twitch reload is over 9000 ---
One, two, buckle my shoe Three, four, buckle my shoe |
|||||||||||
|
|
||||||||||||
brand
Emperor
|
You would think that your character or the main NPCs would change clothes every now and again...
|
||||||||
|
|
|||||||||
Bobs
Prince
|
I wish they'd just react properly to dead bodies. If AI finds a body it should be on permanent search and destroy, rather than some "countdown to passive" that most FPS/RPG hybrids have.
|
||||||||
|
|
|||||||||
| Page: 1 2 3 |
Show printable version Email this page to a friend Receive updates to this threadAll times are GMT +12 hours. The time now is 7:21 am. |
Previous Thread | Next Thread |