Which to be fair can carry a game with baseline level gameplay pretty far, I've played turds like The Order 1886 just for the visuals. Games like these are often more about storytelling, set piece moments and so on. Something like say the Uncharted series adds some on-the-rails climbing and cover mechanics to it, but otherwise is pretty basic in what the player can do in the game. The point was that a lot of games don't build much on those base level mechanics. After GTA got popular almost every game where you can hijack a car has you doing it with the same default button, cause why not? It’s useful that games behave how you’d expect them to, across devs and styles. They don’t need to reinvent the wheel, the run, jump, shoot actions in a lot of genres are enormously effective and they can do anything from Quake to Mario.Īnd a lot of times this sort of ubiquitous muscle memory is good. They just build them up from there with interesting abilities and movesets and the like. And accessibility should always be a major concern.Ī lot of what we’d consider the most mechanically clever or deep games still have very basic mechanics that everyone is familiar with at a baseline. I don’t know that it’s helpful to get mechanically (as far as the core mechanics) a lot more complex than those things - “run, crouch, jump, shoot and reload.” That’s probably better left to the realm of VR and the like, where eventually the mechanics will be as limitless as your own physical movement. ![]() I hope Valve gets a little more experimental with the next entry because the foundation of what they've created is amazing, I just want a little more range of interactions and reactivity with the environment. Some of the things you can do in that game esp when doing roomscale really impressed me. Its a lot jankier and clearly not nearly on the same level of visuals and budget but something like Boneworks felt like more of a spiritual successor to HL2's physics playground possibilities. Valve was smart to do that but I think Alyx doesn't really do a whole lot that's new relative to some other VR games with more experimentation. Divorced from that the physics interactions aren't as robust as Half-Life 2, there's hardly any puzzles that utilize it in complex ways, and the majority of environments and combat areas are pretty small, which makes sense given VR's performance requirements. This trailer is for the og PSVR release but it gives you a good idea of what the fluid simulation looks like: View: Īlyx is no doubt an exceptionally well made game with probably the most polished UX experience WRT motion controls and item interaction/management in a big budget VR game to date, that said the VR immersion boost and those high fidelity photogrammetry assets do a lot of the heavy lifting towards selling the experience. ![]() There's actually an enhanced edition of it releasing next week on PS5 + PSVR2, you might wanna check it out OP especially for the sandbox mode where you can play around with flooding and eroding areas to your heart's content. Paper Beast uses it in clever ways for physics puzzles, like trying to create a dam across an area that gets hit with a flood of water every 30 seconds or so, to allow these creatures passage across the area. It definitely stands out and is fun to play around with, but I get why more devs don't use it because 99% of games don't really have a gameplay reason to do so. The only example I've seen of fluid dynamics in recent years was in Paper Beast which that dev was already experimenting with on a previous game from the 360/PS3 gen, From Dust. And with the physics stuff more likely than not most of that is gonna have to be using very basic geometry like voxel style rendering to achieve it, and its still really demanding on a cpu, see something like Teardown for instance. Like already mentioned a bunch you really gotta look to indies with vastly lower overheads vs big projects mostly overseen by risk averse publishers/platform holders if you want to see this kind of experimentation with the things you're describing especially WRT things like physics.
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