Substance and Style in Game Design
Gamasutra has a piece on the elements of substance and style within videogames, and what should be considered when designing with these elements in mind. From the article: "An easy way to understand the difference between style and substance is by example. Many shooter games have traditionally calculated world collision and bullet impacts by modeling bullets as instantaneous line traces and characters as moving collision cylinders. In this case, the line-projecting cylinder is the fundamental nature of the character - the character's substance. The image of a fighter, the sounds he makes and the way he animates is the character's style."
Many shooter games have traditionally calculated world collision and bullet impacts by modeling bullets as instantaneous line traces and characters as moving collision cylinders.
That always irked me in FPS games. In the real world, bullets aren't instantaneous and travel in an arc. Red Orchestra (a UT2k4 mod) does a pretty good job of simulating bullet drop and real life physics.
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
A grouping of game elements into substance and style is somewhat useful, but really couldn't anyone with a decent knowledge of game development have figured it out?
The article tries to draw a clear line between substance (mechanics/rules) and style (look/feel/story) of a game - but the story itself has very little of either.
In terms of style it sounds a bit like a lecture for a school of game developers. Readable but boring. The examples are dull or oversimplified. FPS gamers concentrating on Substance, The Sims concentrating on Style? I wouldn't be so sure players of Half-Life 2 are all about substance...
In terms of substance... actually I'm not really sure what the article tries to achieve at all, because it first defines a sharp border between the two and then methodically expresses that the border isn't really important at all, because both are just as important, and by emphacising one or the other you change the style of the game, not whether it's good or if it sells well. I don't think I've learned a thing from the article, because all the info it presents seems pretty much as completely useless analysis. Like analysing structure of a sentence in a poem won't help you writing better poetry, analising whether your game has enough substance or better style won't make better games. And the article doesn't write neither how to improve the style nor how to create better substance...
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suck.
some that could be fixed rather easily, too.
like models that keep guns at hip, and then bullets fly out of their eyes. pretty annoying when you see someone peek out and shoot you, while their gun is still behind an obstacle.
world was created 5 seconds before this post as it is.
From the perspective of a Game Developer, there are quite a few myths that buzz about the game industry, and the majority of the complaints about the quality of games these days fall on deaf ears. My favorite is "This game would be so much better if X was done instead of Y". X = a pretty damn good idea which chances are was already thought of, and more times than not, in the original design doc to begin with but had to be cut. Y = what the developers settled for due to time constraints / engine shortcomings / limited funds from publishers etc... The developers of the games you play know that X would be super sweet, but they also have a chain of command which unless followed to the letter results in best case, termination of employment, and worse case, the plug pulled on the title completely. The designers know that enough X's would put the game quality over the top, and change a sub-par 'b' title to a 'AAA'. Unfortunately for games, features are cut early, and cut often to save production time and costs. And in the end, you have just another clone of a game you played last year, and not much to offer otherwise. But strangely enough, this is what pays the bills, and as long as the boss can pay his employees, they can all stay in business. Not that X ideas are bad, in fact they are what keeps the game industry bringing in more revenue than Hollywood year after year. If there were no good ideas realised, there would be no reason to buy new games... but just because a good idea didn't make it into a game, doesn't mean the game was any less difficult to make it into your console. Another myth is that to make games more real, X should be implemented. X = some realistic physics, or models, or anything along that nature. The answer to this is pretty simple, who wants to play "Real Life 2.0?" The reason games are fun, is because they do not follow the real world too closely. This is the same reason action heroes never get hit by the flurry of bullets through chain link fence. Sure, bullets do not fire in a straight line, as per suggested by just about every FPS out there. Have you ever calculated the physics of a bullet? Did you calculate in everything including wind resistance and gravity? And because I know this will reach at least one person who has done this, how long did it take you to do the math? Could you imagine doing it 60 times a second? Even if you simplified it greatly, you can't argue that it will still take up a considerable amount of processing power to do it that often, not to mention the bandwidth to transfer it. This is why a 'ray to cylinder' collision is used instead.. its fast and easy.. and aside from the select few who want physics to feel even more realistic, its good enough for the mass audience.
Colonel Cranium this is Rectal Reconnaissance, we are on a collision course sir, Abort Abort!
Battle for Wesnoth has lots of subtance. They released 1.0 a few days ago, but the /. editors don't think that the first stable (as in unchanging) release of the highest rated Linux game deserves a story...