|
|
|
|
|
by throwaway17_17
151 days ago
|
|
I certainly appreciate the shout-out to the artists and designers from the era, These techniques were bent, twisted, and pulled in every way a development team could to produce artistic results that in some case genuine “moments” worth remembering while playing a game. I remember being at a friends house while working on my masters thesis and him telling me to take a break and try out Halo. I had not had a console since the Nintendo 64 came out. I booted Halo and was literally mesmerized when I came out of a tunnel onto the Halo and saw the sky and the landmass. I can still remember that afternoon 20+ years later. Bought an Xbox the next morning. Current game devs, especially in the AAA space, spend a lot of time and effort looking for hyper realism and embracing new tech to achieve accurate PBR. I wonder whether the limitations of the older hardware force a more artistic stance on everyone, even down to technical artists, to embrace an art style and art direction and work to achieve attractiveness vs realism. Or I could just be seeing my early 20’s through rose-tinted glasses. |
|
That hapenned for PC users in 1998, literally the same you described, but with Unreal. You got out from a techy base, and then open nature in front of your eyes, "open" compared OFC to the limited outdoors environment from every FPS since Doom. With the exception of RPG's of course, but:
- RPG's reussed assets like crazy. Cities were almost a copy of each other.
- Because of that, the details weren't as high as an FPS. Landscapes felt a bit empty because of that.
- "Open world" RPG's where a thing... in 2D/2.5D days because it was cheap. No first view beside of a fake 3D dungeon. Then 3D environments happened with Might and Magic and the like, but the worlds paled against the details from an FPS.
Unreal changed that a little, and the first Deus Ex (same engine) it's almost an open world game with slight gaps. Even more with GMDX, where they might be new doors between areas. Is not a secret that in DX you could jump between further sections from the game by exploring around, and even bypass complete sections (and the game predicted that too).