The Game

Legshot said:
But if you stil want to talk about words and misused phrases or English not beeing my native language.

Welcome to the club. Now drop the excuse.

You know what? Arguing with you is like talking to a twelve year old. Would you mind stop trying to make me angry or whatever you're trying to accomplish with all that name calling and cursing?

That's funny. You seemed to be the one who couldn't understand enough of the subject matter to get the gist of the conversation points, threw up someone popular as some means of argument, and then whined.

Comedy gold.
 
Roshambo said:
Legshot said:
But if you stil want to talk about words and misused phrases or English not beeing my native language.

Welcome to the club. Now drop the excuse.

You know what? Arguing with you is like talking to a twelve year old. Would you mind stop trying to make me angry or whatever you're trying to accomplish with all that name calling and cursing?

That's funny. You seemed to be the one who couldn't understand enough of the subject matter to get the gist of the conversation points, threw up someone popular as some means of argument, and then whined.

Comedy gold.

What he said is right on target actually. The only bitching and moaning I see in this thread is coming from you and Proverbius. Talk about fucking obsessive. You guys need to learn that you're on the friggin internet. Yeah, it's easy to be disrespectful, gang up on people, and talk shit, but it makes you look like a big pussy. My opinion of course. Grow up and act like a man.

Yeah, I said it. Now bring on the witty retort you spent thirty minutes thinking of, I'm not gonna bother reading it, but I understand you need to save face.

Apolgies to Odin, Briosfreak, and Kharn. You guys feel the need to ban me -- go for it. I can't stand people who use the internet as a platform to be try and sound like a badass or gang up on people though.
 
Roshambo said:
Legshot said:
But if you stil want to talk about words and misused phrases or English not beeing my native language.

Welcome to the club. Now drop the excuse.

You know what? Arguing with you is like talking to a twelve year old. Would you mind stop trying to make me angry or whatever you're trying to accomplish with all that name calling and cursing?

That's funny. You seemed to be the one who couldn't understand enough of the subject matter to get the gist of the conversation points, threw up someone popular as some means of argument, and then whined.

Comedy gold.

Lol wtf are you talking about? I'm not whining and I'm not excusing myself for english not beeing my native language. All I said that it's irrelevant to the subject.

EDIT:
If you call it whining when I want to keep the discussion to a certain mature level and not jumping on the okay let's badmouth each other because I have my opinion and you yours and I dont like yours than you know ... you might want to think that over :wink:

P.S.: There's a HUGE difference between "couldn't understand enough of the subject" and "doesn't agree to your opinion" ;)

P.P.S.: Noticing your signature you seem to like beeing a trouble maker, huh?
 
Legshot said:
P.S.: There's a HUGE difference between "couldn't understand enough of the subject" and "doesn't agree to your opinion" ;)

True, but must speak my mind, which I think legshot did deviate a little_ from the subject argued about. :roll:
 
John Carmack is a gamer designer. He designs engines for games. Don't argue about words here ... He is just an example that people who actually design and program games are in most cases different and know more about their stuff then the average gamer.

No, he’s a programmer he programs game engine. He does not design games, he simply programs the engine. I get what you’re saying but your not using the right words and that makes things confusing.

Designing a game and programming one is a totally different thing.

Designers write how the game works, its features, plot, sub quests, combat system, trading system, movement system, how NPC acts and treat the player.

Programmers write game engines and put uber cool things in like cel shading.

John Carmack is a programmer, if you’ve ever watched the Doom 3: The Legacy movie you see him programming.
 
Darque said:
[While I don't have a preference, I think you have a point.
FOT showed that you have to make changes to accomidate this (such as spaced out enemies) in a system that uses both combat styles.

FOT's AI was also purely for real time as well. If you start shooting people at random in Fallout or Fallout 2, notice that everyone on the map will pretty much freak out. If you start attacking someone in a location like Navarro, enemies will travel all the way across the map to get you. In Fallout Tactics, you can use a sniper rifle and plug an enemy from maximum range without anyone else noticing unless they're very, very close to you.

That's one of the big problems. They say they'd err on the side of turn based, but if they did that, real time would be impossible just because of little things like that. You fire your gun, and you get fifty guys after you in real time - you're a dead man.

Legshot said:
John Carmack is a gamer designer. He designs engines for games. Don't argue about words here ... He is just an example that people who actually design and program games are in most cases different and know more about their stuff then the average gamer.

Oh, is this the way you plan on slipping out of that little bit of idiocy? By saying, "OH! IT'S SIMANTICS D00D!" I've already explained what the job description of a Game Designer is, I even used small words to do it. There's a big reason why they divy up the credits and put people like Carmack in the section called Programming while Antkow is in the section called Game Design. That's because that's what the titles are.

So what's your freakin point there? Where's the problem in stopping pre-rendering and using those 3d models rendered in real time in the game egine. Where should there be lost in style or athmosphere? I tell you, there is none. There will be a gain in athmosphere if they can real time render their models and have cool lightning and stuff on it

OH. MY. GOD.

Okay, here's the problem. The number of polygons. There's only so many polygons you can push through the pipeline of a card on your average computer. With a pre-rendered model, you can make a tile that has billions of polygons to make nice rounded spheres, smooth corners, and so on. You can make a sprite that's also contains billions of polygons, as much detail as you want. In fact, with pre-rendering, you don't even have to use polygons! You can use NURBS, mathematic spheroids, quads, and so forth. In real time 3D, you're stuck with triangle polygons and a limited amount of those if you expect a decent framerate.

This amount of detail can shine through in a number of areas. The biggest one that comes to mind that you'll be able to understand would be death animations. If you're using prerendered sprites, you can put as much detail in to a death animation as you want. Little pieces of ribs and guts when you blow out someone's side, for example. You can detail each rib, every single little organ flopping around while the person is falling, and so on. With real time 3D, you're stuck with dividing along polygonal edges, then stuffing in new models and then animating those within the engine. You end up with square looking intestines, jagged, squarish looking holes in the side, and so on, because you're dealing with lots of rather straight lines here.

As far as lighting and shadows go, you can do very nice shadows in 2D because in DirectX, sprites and things are now D3D flats. You can easily map shadows for these things in real time. You can have dynamic lighting around pillars and other obstacles pretty easily. Harbinger and Temple of Elemental Evil both show off this possibility. Hell, you can even bumpmap flats in 2D with D3D for even more lighting possibilities.

StillLife said:
What he said is right on target actually.

Only if you can't read for comprehension or know exactly zilch on the subject at hand.
 
StillLife said:
Don't know Teatime. I think anyone who could get ahold of the Fallout license would end up putting in a real-time component, despite how bad we all might think it would suck. The inescapable fact is that it sells better than turn-based. There are people who won't buy a game if it's turn-based, but few that won't buy it if it's RT. Anyone willing to shell out the amount of cash Interplay would be looking for would likely want as good of a return on their investment as possible. Even SilverStyle has said they would have real time if they got ahold of the game.

Before anyone wigs out on me -- I am personally opposed to the idea of real-time in Fallout, but I understand the necessity from a business standpoint.

To be honest, I no longer believe we'll ever see a sequel anyway anymore. I'd love to be proven wrong, but I think debating over whether or not the architecture was 100% faithful to the originals, how bad real-time would've ruined the game, and all the other stuff that has gotten the Fallout community up in arms in the past is pointless now anyway. We won't ever have the finished product to base our assessments on, so screw it. I can say from looking at those screenshots, and reading what the developers have said, that to me the game appeared to be going mainly in the right direction though.

Personally, I'm still not buying the argument that TB doesn't sell, but it's pretty hard to back it up considering that pretty much every single turn-based mainstream CRPG released in the past few years have been mired by many other problems that stunted their sales.
 
Azael said:
Personally, I'm still not buying the argument that TB doesn't sell, but it's pretty hard to back it up considering that pretty much every single turn-based mainstream CRPG released in the past few years have been mired by many other problems that stunted their sales.

I don't either. ToEE outsold BIS's last two real time games, Lionheart and IWD2.

People don't tend to buy clones, though, yet publishers love to crank out clones of successful games.
 
Saint_Proverbius said:
Oh, is this the way you plan on slipping out of that little bit of idiocy? By saying, "OH! IT'S SIMANTICS D00D!" I've already explained what the job description of a Game Designer is, I even used small words to do it. There's a big reason why they divy up the credits and put people like Carmack in the section called Programming while Antkow is in the section called Game Design. That's because that's what the titles are.

unbelievable. so for you to understand it:
i said fans should trust the designers
you said designers are not more than the avarage fan
i said they sure are because, for example, john carmack knows hell of a lot more about 3d engins than a normal gamer

the word designer is not the important factor in here...

Saint_Proverbius said:
Okay, here's the problem. The number of polygons. There's only so many polygons you can push through the pipeline of a card on your average computer.

Now you're talking. Of course you are limited in 3d somewhat. But my point is that Graphics like in Fallout1 or 2 are no problem with todays enhancements anymore. Like a GF2 or updwards.
You know developers are not switching to 3d because 3d helps with the story line or something. It's BECAUSE of the graphics which get better through 3d.

And with newer hardware where you can work on a per pixel basis and with shaders, bump, displacement and hell what ever there is mapping, your argument about beeing stuck with polygons is somewhat outdated ;)

You know what you're trying to tell me? Doom looks better than Quake and there is no way Quake can be as good as Doom because Quake has a real time 3d engine (or course not with real time lightning and all the different mapping techniques)
 
Saint_Proverbius said:
Count the number of curved surfaces in that cathedral fascade, all of those require a large number of polygons. Art deco moderne is all about curves and moldings with depth to them.

That one building in the screenshot is art deco, similar to this building, it just lacks the streamlining and the moldings. Of course, that building has some moldings. Show me the streamlining and the large moldings, then we'll talk.

In a bird view you don't really need to make round corners with 20+ polys, you know... You can mostly get away with very few and a lot of the smoothness is in the texture and bumpmapping... You can often just make a 90 degree break and still make it look round from a distance... And most wall engravings and such are done with just texture and bumpmapping... It might look a little flat from an angle compared to 2d but for the most part it does the trick.
Sculptures, like the head on the cathedral? no problem; it's just another character's number of polys on the screen or less, so that shouldn't be too bad... Although maybe a dev could tell us how many characters with full animation or similar the game could render without slowing into a slideshow on a decent spec machine?

How many (aprox.) animated characters can/does a crowded village, city or otherwise, render at the same time in fo3 on a decent computer?

Also how many polys does an average character have?
Judging from the start screen I'd guess they have at least a few hundred...
Just look at that screen though... count the polys of the rail tracks, the overhang girders, the ladder, the light signal the wire on the train wagon and the train wagon itself... and who knows what's behind the wagon... There must be thousands upon thousands of polys here... a few sculptures and modern art deco on the walls, with a little texture magic I'm sure it could be done. At least for distant bird views like fallouts where the micro details doesn't matter as much, it can be done.
For closeups still I'd agree with you, for some time yet. My favorite genre adventure games are turning to 3d and I don't like too much, but eventually I think our machines can render the detailed models rather than simplified ones...
 
Legshot said:
unbelievable. so for you to understand it:
i said fans should trust the designers
you said designers are not more than the avarage fan
i said they sure are because, for example, john carmack knows hell of a lot more about 3d engins than a normal gamer

Sorry to butt in, but this caught my attention.

(1) Fans shouldn't have any inherent trust of developers - they need to earn that trust by putting out consistently good games. The title "Designer" doesn't carry any weight by itself.

(2) Designers aren't necessarily better than fans. They don't have a monopoly on imagination or story writing abilities. The main thing that separates them from fans is the fact that they have a job designing games. Not everyone who wants to could be a game designer, but it doesn't make sense to say that every designer is a greater judge of what's fun or what makes a good game than every fan. It's just a job, it's not a divine appointment.

(3) Carmack might be a very talented programmer, and doubtless he contributed a few ideas to the games he programmed, but he is just a programmer. The only game that he might have deserved co-design credits on is Quake, and that's only because Romero couldn't get his shit together and figure out what the hell he wanted to do.
 
Every gamer has his own view of the perfect game and imagine themselves designing it... it is every gamer's dream making his own perfect game.

That's why they respect game designers so much and that's also why games don't please everybody.
 
Raymondo2000 said:
No, he’s a programmer he programs game engine. He does not design games, he simply programs the engine. I get what you’re saying but your not using the right words and that makes things confusing.

Designing a game and programming one is a totally different thing.

Designers write how the game works, its features, plot, sub quests, combat system, trading system, movement system, how NPC acts and treat the player.

Programmers write game engines and put uber cool things in like cel shading.

John Carmack is a programmer, if you’ve ever watched the Doom 3: The Legacy movie you see him programming.

oh ok... i could go on about that and bring the argument in that programming is a form of art too, at least the way carmack does it, and just because the output is code doesn't mean it's not ART.

but wat i was trying to say is this:
someone who actually programms an engine which uses a hybrid rt/tb system, who says it's turning out pretty good knows a lot more about it than the average gamer, hence we fans should trust them in what they're telling us.

Nothing more, nothing less... dunno why you people keep arguing about banalities.. of course someone who writes scripts and stories knows not really more about the technical side than the average gamer, but I never said that anyway
 
Montez said:
Sorry to butt in, but this caught my attention.

(1) Fans shouldn't have any inherent trust of developers - they need to earn that trust by putting out consistently good games. The title "Designer" doesn't carry any weight by itself.

(2) Designers aren't necessarily better than fans. They don't have a monopoly on imagination or story writing abilities. The main thing that separates them from fans is the fact that they have a job designing games. Not everyone who wants to could be a game designer, but it doesn't make sense to say that every designer is a greater judge of what's fun or what makes a good game than every fan. It's just a job, it's not a divine appointment.

(3) Carmack might be a very talented programmer, and doubtless he contributed a few ideas to the games he programmed, but he is just a programmer. The only game that he might have deserved co-design credits on is Quake, and that's only because Romero couldn't get his shit together and figure out what the hell he wanted to do.

agreed, agreed, agreed

the problem here is that I was not talking about the story or the atmosphere or simillar but rather the tb/rt thingie where this one designer/programmer on i believe this board wrote that it was turning out good and thats why I was saying that we fans can trust him in that (because it came from a bis developer who we all love, right?:))

TB/RT is a technical thing mainly and that's why I was refering to carmack. And there's pretty noone in the industry that knows more about graphic programming than carmack does...
 
Legshot said:
someone who actually programms an engine which uses a hybrid rt/tb system, who says it's turning out pretty good knows a lot more about it than the average gamer, hence we fans should trust them in what they're telling us.

We're arguing because you seem to be stating we should trust them blindly.

President Bush knows more than the average voter about politics, do you trust him blindly?

You seem to be seeing we shouldn't critize devs just because they know more. It's that stupid suck-up attitude that leads to devs thinking games like BOS are a good idea. Just because they know more doesn't mean the dudes have bad ideas too.
 
Kharn said:
We're arguing because you seem to be stating we should trust them blindly.
I never said you should obey to everything a designer /programmer tells you. All I say is that we can trust a professionals opinion about something until we can form our own on it, instead of keep arguing about it. Fact is we can never do this with Fallout 3.

Kharn said:
President Bush knows more than the average voter about politics, do you trust him blindly?
Comparing that to politics is totally over the horizon.

Kharn said:
You seem to be seeing we shouldn't critize devs just because they know more. It's that stupid suck-up attitude that leads to devs thinking games like BOS are a good idea. Just because they know more doesn't mean the dudes have bad ideas too.
And no that's NOT what I say. Hell you guys seem to be so fixed about that RT/TB thing that you are totally shooting over the goal.

Fine, don't trust the devs on this. They're talking bullshit. RT/TB can not work. You know it, I know it.

Now pleased?
 
(2) Designers aren't necessarily better than fans. They don't have a monopoly on imagination or story writing abilities. The main thing that separates them from fans is the fact that they have a job designing games. Not everyone who wants to could be a game designer, but it doesn't make sense to say that every designer is a greater judge of what's fun or what makes a good game than every fan. It's just a job, it's not a divine appointment.

But it is harder then it looks, a lot of people same to think game designing is easy and requires very little skill. Well it’s not easy and it does require some skills. Sure anyone can think of a great idea for a game but most likely that idea has already been done. Tell me how do you make a World War 2 FPS game without making it look like a clone of Medal Of Honor, BF1942, RTCW or any other World War 2 FPS games on the market?
 
Look Raymondo2000 I was talking about something technical not art/story related. You shoud start reading, dude...
 
All I say is that we can trust a professionals opinion about something until we can form our own on it, instead of keep arguing about it. Fact is we can never do this with Fallout 3.

That’s a stupid idea, that’s what fans are for to keep game devs in line and tell them what they should be making, they’re making it for the fans not themselves.

Why do you think they even bother to tell people anyway, because they want their opinion.
 
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