• @[email protected]
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    7 months ago

    Another thing to consider is that in game design, realism will always take a backseat for good gameplay. A map that naturally guides the players where they need to go is usually much more desirable than one that is realistic but unintuitive. Plus when you add magic, gods, or even enough sci-fi, the bar for what counts as a realistic landscape really goes out the window anyway.

    Why would a map that reflected natural landscapes be more unintuitive than an awkwardly fabricated one that doesn’t reflect any landscape a person has seen looks like?

    sigh and I am really trying not to come off like I am claiming everything has to be realistic to the stupid little details only a geologist would know.

    …but also if natural landscapes ARE unintuitive to most people now, doesn’t that feel like an existential crisis to you? Shouldn’t game developers seek us to reconnect our intuition with natural landscapes to try to heal that awful severance of our soul?

    My point was that building landscapes to tell stories in without building the landscape as a story too is a silly thing to do, both for immersion of the player and for overall work.

    There is no reason a sort of clay like modeling simulator couldn’t give you an artistically conveyed sense of two continental plates colliding, and if the tools were playful and immediate to use (like I pointed out, just being able to smash continents together by clicking and dragging them in different directions at each other like Besieged but for geology) it would be easier for world designers overwhelmed by a blank canvas to start because their canvas already has a story rather than suffocating blank space.

    • @[email protected]
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      7 months ago

      Why would a map that reflected natural landscapes be more unintuitive than an awkwardly fabricated one that doesn’t reflect any landscape a person has seen looks like?

      Mountain ranges blocking off high level areas, terrain elevation being changed to make sure certain landmarks are more visible/look better on camera, resources such as water/ores, etc needing to be close together for balancing reasons (For survival/crafting games), etc. Reality doesn’t always conform with one’s artistic vision.

      There is no reason a sort of clay like modeling simulator couldn’t give you an artistically conveyed sense of two continental plates colliding, and if the tools were playful and immediate to use (like I pointed out, just being able to smash continents together by clicking and dragging them in different directions at each other like Besieged but for geology) it would be easier for world designers overwhelmed by a blank canvas to start because their canvas already has a story rather than suffocating blank space.

      And my point is that shit is hard to make, doesn’t scale well with large maps (simulating the plates colliding like you said costs memory and processing power), and wouldn’t find an audience because most people can’t tell/don’t care about the difference.

      Look, i’m sorry if i came out as rude, i know you don’t mean that every single little detail must be correct just to please you, i get it. My main gripe with your comment is just the “This is so obvious! Why hasn’t anyone made this?” attitude. Because it ignores the work that needs to go into each of these tools, often for almost no recognition/compensation.

      • @[email protected]
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        17 months ago

        My main gripe with your comment is just the “This is so obvious! Why hasn’t anyone made this?” attitude. Because it ignores the work that needs to go into each of these tools, often for almost no recognition/compensation.

        It is obvious, and you still aren’t seeing it. You keep misidentifying the main thing I point out as the beginning of the creative process and a catalyst to seeding inspiration for level and world design as an arbitrary complicated ask that has nothing to do with the experience of level designers engaging in the creative process nor how organic and engaging a landscape feels in the end product.

        It’s like, an axiom to this conversation is that the knowledge I have of geology must mean MORE work for game designers and that gives you a right to portray me as having a snarky, unappreciative attitude towards the incredible amount of work that goes into video game development.

        It honestly portrays that lack of interest in geology well, you almost seem annoyed that I would suggest geology contains anything that might be of use to video game development because it involves learning about something other than computers and computers are already hard enough.

        I didn’t make the computers too hard to fit anything else in your brain, I also constantly give mad props to my favorite video game designers especially indie ones and ESPECIALLY open source projects with loving communities or developers who have maintained wonderful games for years and years.

        …but yes… this whole landscape thing? It is obvious as fuck to a geologist, I’m sorry but it is. Treating open world design like it is this thing you have to build entirely by hand or with awkward algorithms that attempt to procedurally generate some unsettling landscape that has to be fixed by hand JUST as much one like this

        Mountain ranges blocking off high level areas, terrain elevation being changed to make sure certain landmarks are more visible/look better on camera, resources such as water/ores, etc needing to be close together for balancing reasons (For survival/crafting games), etc. Reality doesn’t always conform with one’s artistic vision.

        Procedural generation has to be hemmed in by guard rails, Minecraft doesn’t just generate ores willy bully with no thought or check for game balance? No procedurally generated game worth its salt does and there are innumerable successful examples of those. Why would it be any different for building worlds with geologically inspired tools in a fashion I describe?

        I don’t understand why you see a difference there.

        These processes also don’t have to be extremely advanced geophysical simulations, you can abstract shit into elegant systems that reflect deep complexity, it is called good game design.

        • @[email protected]
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          17 months ago

          I really don’t understand what i said that ticked you off this much. I’ve started this whole discussion by agreeing with you to begin with, geology IS important, and it SHOULD be more prominent in game development. All i wanted to do was give you my input on why it isn’t more prevalent, and how things are done currently. In any case, here we go again:

          you almost seem annoyed that I would suggest geology contains anything that might be of use to video game development

          On the contraire, i like geology, i like your idea,and i agree with you. But when making a game you have 1000 of ideas that are just as good that you need to implement in a short amount of time, with a limited amount of money. Reinventing world generation, as interesting as it is, is simply not usually a priority. I do agree it could improve the game, but i don’t think it’s fair to act this appalled that it doesn’t exist yet the way you imagine.

          …but yes… this whole landscape thing? It is obvious as fuck to a geologist, I’m sorry but it is. Treating open world design like it is this thing you have to build entirely by hand or with awkward algorithms that attempt to procedurally generate some unsettling landscape that has to be fixed by hand JUST as much one like this

          In your other comment you asked for a tool that lets you model landscapes by hand, and automatically calculates how that affects tectonic plates. l’m not sure what you think i’m misinterpreting here, this is a complex program that would take several months to make. So either you’re asking a big company to make this, in which case, my comment of “most people wouldn’t notice/care” applies, as they’d only do that if there’s immediate profits, or you’re asking open source/independent devs, in which case, don’t.

          Procedural generation has to be hemmed in by guard rails, Minecraft doesn’t just generate ores willy bully with no thought or check for game balance? No procedurally generated game worth its salt does and there are innumerable successful examples of those. Why would it be any different for building worlds with geologically inspired tools in a fashion I describe?

          Okay, so do you think minecraft’s world generation is realistic? Because my point was that game balancing often interferes with realism.