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๐Ÿงต Are 3D environments still getting condensed?

Anonymous No. 883146

I remember reading about how environments in 3D games get condensed so that players do not have to spend too much time just walking around compared to real life cities for example. Now I see AAA games with cities that look like or even are NYC and it seems like they're using real dimensions now.

Anonymous No. 883154

>>883146
Of course. They are massively bigger than they've been in the past, but they're still very small compared to real life.

Anonymous No. 883157

>>883154
Interesting! How do they determine the right scale or how the dimensions should be in the development phase? Are there guidelines or established standards or do they change dimensions until it feels right in early tests?

Anonymous No. 883163

>>883146
Cities in games are still tiny compared to the real thing. Los Santos in GTA or Nightcity in Cyberpunk is set up so that locally the environment looks believable as
if you where in a really big place, with all the amenities of a much bigger city located on the footprint of what only amounts to a small town.

Even tho these worlds are tiny compared to life they are still vast enough that you turn the fact you have to traverse the gameworld going between point A and point B
to a major part of the game experience. Which means this is now a major part of your core gameloop and therefore requires the utmost attention to detail.

In GTA you have several types of vechicles with excellent driving mechanics and a plausible simulatoresque physics engine, that for the most part
behaves inline with your intuition from observing forces in the real world. Bodies can spin and rotate freely on all axis and jumps/freefall
accelerates just as expected under a -9.81 Newton standard earth gravity.

In cyberpunk you have a few similar behaving vehicles that drives like something out an arcadegame from the late 90's,
forces feel magnetic and fake, torques are not correctly accounted for and rotations from impacts are restricted/locked to favor upright angles while being bouncy and fake.
Collisions with the environment are about as believable as someones first semester 'phys-x' experiment.

>If you gonna have a huge environment with long traverse distances; design your game so moving around that environment is highly enjoyable.

Anonymous No. 883167

>>883157
Not him but I don't think there is a standard procedure to "shrinking" down a city, when recreating a real-life locale you usually want to keep key locations like monuments and landmarks mostly intact but without taking too much out of the fat otherwise it'll look more like a VRChat museum. GTA has been excelling in that for decades now but as >>883163 mentioned in detail, GTA has a carefully tailored traversal system that greatly enhances the feeling of being in this huge world, this illusion may wear off with time but by that point, you are probably invested in the game enough to not care, but then you have something like The Crew which condenses the whole USA into 7000 square kilometers, with most of its real estate being occupied by huge patches of grass and dirt, but it works for the most part as its a racing game.

Anonymous No. 883189

now compare it to bethesda, where somehow the towns got smaller and smaller with less npcs and stuff to do. kek

Anonymous No. 883205

>>883189
easily explainable:
The graphics got better over the years, they didn't hire more artists, their artists are shit and have stagnated for years, their engine is garbage - only solution for them is to scale everything down.

Anonymous No. 883220

>>883157
I think density is more important than volume for a game world. Ocarina of Time is much smaller in volume than Skyrim, but there are more ways for the player to interact with the environment and there are more unique environments.

Anonymous No. 883221

The larger the arena, the worse the gameplay

Anonymous No. 883242

>>883220
This is why space games have a conceptual issue that is rarely overcome without fluff and nonsense that ruin the overall experience.

Anonymous No. 883347

>>883242
Elaborate, please.

Anonymous No. 883437

Not OP but, what about if your project is in Virtual Reality? Is it still fake scaling or do they have to work around the boundaries of reality now? >>883167 said the clutter if applied to scale would look like a VRChat Museum, but does this mean that's how it's supposed to be once translated into VR?

Anonymous No. 883916

>>883146
>>883221
>(((open world)))
this selling point is gone from the gaming market now isn't it? I mean plenty of times we saw the advertising for it and it was more often just a 'huge' let down. Who else got it right beside GTA3?

Anonymous No. 883917

>>883916
San Andreas
GTA 4
Batman series
Sleeping Dogs
Dragon's Dogma
Far Cry 3
Borderlands 2
Shadow of the Colossus
AC: Blackflag
The Witcher 3
Read Dead Redemtion 1 and 2
And a lot of other games.

Anonymous No. 883919

>>883917
not a single good game in that list.

Anonymous No. 883920

>>883917
>>883919
the only debatable ones are Colossus and GTA4, otherwise, shit-tier list for open world. I say this as someone who enjoyed the shit out of the Batman series and Witcher 3. San Andreas' map, while ambitious for the time, was just abhorrently bad, even compared to the straight lines of Vice City. Can't comment on Red Dead, but i'm sure there were issues. But for Wild West, ya kinda need that?

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Anonymous No. 883943

>>883919
>>883920
Shit taste

Anonymous No. 883987

>>883916
I like sandboxes with large maps more than open world games. They have more density while providing more freedom. Deus Ex, System Shock 1/2, and Hidden and Dangerous 1/2 felt more large than any other modern game I've played recently.

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Anonymous No. 884243

>>883987
Try Dishonored games and Prey 2017 one. Both are outstanding in terms of level design that feels expansive and fun to explore. On par with Deus Ex.
>>883920
>shit-tier list for open world
RDR2 looks handmade in every single corner, exploring is incredibly well done and leaves nothing that looks randomly done. The same with GTAV. To give an opposite example, Cyberpunk is a chopped up mess with no clear direction (picrel)

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Anonymous No. 884535

Anonymous No. 884539

>>883146
I mean, I think the idea is that it's more like they're "truncated" than actually shrunk. Like when they replicate a real city, the buildings are all the real size, but they cut out some of the forgettable places and move the notable landmarks closer together. It's like a geographic equivalent of a caricature.

Anonymous No. 884540

>>883146
What? What open world games actually use a 1:1 scale for a real life place? The only one I can think of is LA Noire.

Anonymous No. 884921

>>884540
AC Unity and Syndicate fell for the 1:1 meme

Anonymous No. 884936

>>884535
peaked

Anonymous No. 884952

>>883987
>>884243
also play hitman 3 with 1 and 2 maps, really nice levels to spend a lot of time in

Anonymous No. 884986

>>883347
not him, but I'm guessing he's referring to how modern space games can't fill "space" in an interesting manner, so it's either simplified or filled with gimmicky encounters. while outer wilds was not my favorite game, it still did a great job of making everything fleshed out and interesting, all areas felt hand crafted and like they had purpose. how many open-world space games do you know of where you feel like every area you can visit was made with care and attention to detail?

Anonymous No. 885072

>>884986
I can't think of anything other than different layers of procedural generation to alleviate the problem...or maybe simply not going overboard with the scale of your world i.e. trimming things to avoid empty or uninteresting areas.

Anonymous No. 885358

>>884986
Freelancer is the standout example and the reason so many people fell for Scam Citizen.

Anonymous No. 885506

>>883163
2077 has improved a lil bit in that regard as u can startle motorists where they'd go "off the rails" driving like a dropkick adhering to the physics of the player. One such npc driver crashed into a concrete wall and died. Also smol detail, on the rail npc drivers would subtly get out of the way when the player drives nearby

Anonymous No. 885519

>>884986
off-topic but one time in WoW i went and visited all the random houses in Elwynn Forest and looked up the NPCS inhabiting them.

One in particular was the sales director i believe. A woman and her family. It felt like the ending credits. It was nice.

Anonymous No. 887551

This is a somewhat interesting thread even though it would fit /v/ a little bit more.

Anonymous No. 887777

>>887551
The thread wouldn't have lasted 10 minutes on /v/ with 2 replies tops