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Oblivion's Missing Physics Acceleration

An anonymous reader writes "An article on GamesFirst discusses how much better Elder Scrolls IV: Oblivion would be if it supported true physics acceleration. From the article: 'Oblivion lacks Casual Physics, and the result is a splendidly beautiful world that still requires a blind eye in order to buy into the environment...' How would Oblivion be different if there were more than just Rag-Doll physics, if bad guys reacted to the swing of your sword, or if mist realistically moved around you as you walked."

179 comments

  1. "Lacking" isn't the right term. by ivan256 · · Score: 4, Informative

    I don't know how you can possibly call the physics in Oblivion anything but "comic". It has nothing to do with 'Casual' or 'Targeted' physics. The fact of the matter is that well done targeted physics are more than good enough if your goal is a good game. We're not doing nuclear simulations here, and 'casual physics' with hardware acceleration is only required to check a box on the marketing list. The reason Oblivion's physics stand out as lacking is that they're so rediculous. Crumpled up wads of paper interact with other objects as if they weighed hundreds of pounds... as does every other type of object. Enemies that die are seemingly uneffected by anything you hit them with... except for the killing blow, where your .1lb arrow sends even the biggest, heaviest enemies flying so far that it makes a Kung Fu movie seem realistic. When you jump... Oh let's not even get into it.

    Casual physics can actually subtract from a game, because it prevents you from making the obligitory tradeoffs between realism and fun. You don't wany full realism in a fantasy setting, quite honestly. If you're not going to use them though, please, pay attention to balance and details. It's that lack of attention to detail that makes the physics stand out in Oblivion. Stand out in a bad way, that is.

    As an aside, this guy says that Oblivion is close to perfect in visual presentation. I'd disagree. It's great, and shaders are nifty and all, but... Well, let's just say that more notes being played doesn't mean it's a better symphony. Use discression with the shaders, guys. Just because you can is no reason for you to make every single thing shiny.

    Also, all the Oblivion fanboys out there can hold off on flaming me. I'm totally addicted to the game, and I think it's great. It's OK to see negatives in something. Just because you spent $60 doesn't mean you'll be less of a man if let somebody give honest criticism.

    1. Re:"Lacking" isn't the right term. by caffeination · · Score: 1

      Sounds exactly like Morrowind. Add that to the list of things that have passed into the sequel seemingly completely unchanged.

    2. Re:"Lacking" isn't the right term. by ivan256 · · Score: 2, Informative

      I wonder if you actually played Morrowind, or if you just tried it and wrote it off after an hour or so.

      It's changed, just changed for the worse. There were no object interactions in Morrowind (you couldn't move things around in the game world while the game wasn't paused), so most of this stuff is actually new. Enemies going flying in Morrowind was non-existant compared to Oblivion. If you shot, let's say a Cliff Racer, it fell straight down. When you shoot a flying enemy in Oblivion, it flys back and to one side for 15 feet before bouncing off something, and flying off into some other direction. It's not uncommon to kill something and have it's body fly out of the rendering distance and out of existance so you can't loot it.

    3. Re:"Lacking" isn't the right term. by Wizardry+Dragon · · Score: 1

      And that's why Daggerfall, despite it's flaws, is still the best in the series. All this complaining about realisitic physics and shiny graphics and blah blah blah dont amount to squat if the game ain't fun, and I'm starting to get tired of running halfway across a feild to loot someone everytime I kill them.

    4. Re:"Lacking" isn't the right term. by MP3Chuck · · Score: 1

      "Just because you can is no reason for you to make every single thing shiny." Thank you ... I thought I was alone in thinking this. It seems like I see this in so many games lately, but nobody really seems to mind. Maybe it's an issue with texture resolution, but there's just not a enough subtlety in the specularity maps...

    5. Re:"Lacking" isn't the right term. by sholden · · Score: 1

      Enemies going flying in Morrowind was non-existant compared to Oblivion. If you shot, let's say a Cliff Racer, it fell straight down.

      Floated straight down seems a better description.

    6. Re:"Lacking" isn't the right term. by Tim+C · · Score: 1

      If you shot, let's say a Cliff Racer, it fell straight down.

      If you killed something, then slept the moment it died (ie as it was falling), it would generally end up on the floor not where you killed it, but where it was when it first attacked you.

      Apart from that, yeah, things just dropped straight down (or as another poster pointed out, floated down) That's not terribly realistic, but from the sounds of it, Oblivion has gone too far the other way, with pinball corpses...

    7. Re:"Lacking" isn't the right term. by spyrochaete · · Score: 4, Insightful

      Does the prospect of realistic physics really ruin a game?

      Is it really more fun when it takes 30 sword slashes to cut down an opponent in an RPG? Is it more fun when you hack a guy 15 times in the face with a dagger, then stab him and the knee and he dies? Is it fun when you block a swinging mace with your wooden bow and you don't even get knocked backward? Or how you can carry 349 of 350 pounds, and then pick up a coin and be completely immobilized?

      Yes, many of these are gameplay mechanics that can be fixed without buying a $250 PCI card, but they are also elements that accelerated physics could really spruce up. Just because Oblivion in particular is a good game, doesn't mean it wouldn't be better if the world were more believable.

    8. Re:"Lacking" isn't the right term. by elrous0 · · Score: 1
      There was a scene in a movie once (can't remember if it was "Sunset", "Bandits", or another film) where one of the main characters is hooked up to a stuntman rig. When he gets punched, he flies back about 20 feet through the air (as if he had been hit by a large truck instead of a punch). That's pretty much anaolgous to Oblivion's "death blow" physics.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    9. Re:"Lacking" isn't the right term. by Sylver+Dragon · · Score: 1

      I've not played Oblivion, so I'll not comment on it. However, on the physics side, the idea of "casual" physics does not mean that you have to forego trade-offs between realism and fun. Assuming that the physics engine is little more than a set of Newtonian physics equations, with dedicated processing power to them, you just have to change a few values to muck about with the physics of the world. For example, if you want an area to have low gravity, simply change the value of G in that area, viola, you have different gravity. The advantage is, everything in that area is affected by the changed gravity consistently. Unlike the targeted physics, you won't have errors where the player is affected, but a chair isn't. Fact is, you could generate a lot of unrealistic physics just by modifying base numbers. e.g. if you want to have the Hollywood bullet kick effect, just change the mass of the bullet as it hits.
      On the other hand, would this be worth spending a bunch of money on, and filling another PCI slot for? I don't know. If games started taking it into account, ya I'd probably do it. Problem is, I don't see that it would be adopted much. For any new game, developers would have to make a decision:
      1. Require the physics processing card. Which might potentially cause a game to not sell well.
      2. Have the physics card usage be an option, which means the game needs to be developed for both options. This would increse costs quite a bit, for not much gain.
      3. Say screw the PPU stuff and just keep doing what works. This option doesn't have too big of a down side, as they are unlikely to lose sales because of it.
      The only way I see this whole PPU thing getting big is if some "must have" title comes out and either includes it in the box, or requires it. I just don't see that happening any time soon.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    10. Re:"Lacking" isn't the right term. by ivan256 · · Score: 1

      Does the prospect of realistic physics really ruin a game?

      Did I say that? It doesn't seem to me that I said that.

      Completely realistic physics would ruin Oblivion though. "Blown Away" effects add some fun to the game, but aren't realistic in any way whatsoever, for example. What's a realistic model for a fireball spell?

      They don't need acceleration, or even true realism to spruce it up. They just need attention to detail.

      All of this completely ignores the fact that you can use any physics engine you'd like, hardware or no, and it'll still come out crappy if you do as lazy a job as Bethesda seems to have done. People talk about physics engines like they're some magic or something. They're not. There's still a lot of work to use them. They just take care of the math.

    11. Re:"Lacking" isn't the right term. by ultranova · · Score: 1

      Is it really more fun when it takes 30 sword slashes to cut down an opponent in an RPG? Is it more fun when you hack a guy 15 times in the face with a dagger, then stab him and the knee and he dies?

      That is because the hitpoint abstraction used in Pen&Paper RPGs was carried to computer RPGs as-is. It is trivial to build a hit location system with separate hitpoints for limbs and torso, or even do away completely with hitpoints and replace them with real wound tracking system. It doesn't have anything to do with physics, either.

      Is it fun when you block a swinging mace with your wooden bow and you don't even get knocked backward?

      Why would a guy blocking with a bow be any easier to shove than a guy blocking with a shield - either way it's a matter of force, mass and the friction between your feet and ground ?

      Or how you can carry 349 of 350 pounds, and then pick up a coin and be completely immobilized?

      A simple matter to fix by recalculating your speed, jump distance etc. based on your load and max load. However, it would be even more realistic to simply let you buy a cart if carrying capacity is going to be an issue.

      Yes, many of these are gameplay mechanics that can be fixed without buying a $250 PCI card, but they are also elements that accelerated physics could really spruce up. Just because Oblivion in particular is a good game, doesn't mean it wouldn't be better if the world were more believable.

      Please understand that basic physics, especially mechanics, are trivially easy - you can do them by hand in a reasonable amount of time. No current game contains enough individually moving items that a dedicated physics accelerator would be justified at $250. And if the number of items in the game goes up radically, the memory's gonna be a bottleneck - not only do those objects take a lot of it, but the data must be moved between accelerator and main memory (since the main CPU must have access to it for it to be usefull, so it cannot be kept in the accelerators local memory).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    12. Re:"Lacking" isn't the right term. by sidb · · Score: 1

      ...except for the killing blow, where your .1lb arrow sends even the biggest, heaviest enemies flying so far that it makes a Kung Fu movie seem realistic

      That isn't an accident. I used to think that games should have the most realistic physics possible, up to the point when I got a job programming game physics. It turns out that total realism is less fun.

      In one of the Tony Hawks, I recall an option to use more realistic physics -- the manual recommended not using it. Games like Smash Brothers are all about bizarre physics interactions. The vehicles in Halo skid and slide in a highly satisfying way unlike any real vehicle. Hell, the pieces in Tetris fall totally unlike real blocks. All of these things are based on reality, but subtly different, with plenty of special tweaks to achieve various game effects. In the end, the point is the specific dynamics, options, and goals the game sets up, and the physics are a tool to achieve those, not an end in themselves.

      One might argue that in an RPG, realism is part of the point. But the game designers made a conscious decision to make enemies go flying when they get killed. Trust me, it was not an oversight. The really heavy wads of paper... OK, that's probably a mistake. Did I mention that game physics is hard? But that's another discussion.

    13. Re:"Lacking" isn't the right term. by spyrochaete · · Score: 1

      whoops.. ever hit reply next to the wrong comment before? my mistake

    14. Re:"Lacking" isn't the right term. by xeromist · · Score: 1

      "I just don't see that happening any time soon."

      I completely agree with you on that point. However that can be said of most bleeding edge early adopter tech. The same cost/benefit considerations had to be made when the first graphics accelerators were introduced. Yet now I'd find it extremely difficult to find a home PC that didn't have some form of graphics acceleration.

      The first graphics accelerators were introduced when I was a teenager; I'm in my 20's now. Things move quickly. I'll take a wild guess and say that within the next 5-10 years over half of new PC's will come with some form of physics acceleration. Adoption will be even quicker once the next gen consoles have dedicated physics processors. Game makers will know that they have a large user base guaranteed to be able to run the games so they will make games that utilize PPU's.

      --
      This sig is exactly seventy characters long and a real waste of space!
    15. Re:"Lacking" isn't the right term. by blincoln · · Score: 1

      A simple matter to fix by recalculating your speed, jump distance etc. based on your load and max load.

      Oblivion (and Morrowind) already does this. If you edge your way up to the maximum load, you might not notice it, but your character's speed and jump distance are considerably greater the less encumbered they are.

      I can't remember if Morrowind did this, but Oblivion has a perk for the heavy armour ability where when you reach a certain level it encumbers you less. This also makes a dramatic difference in terms of speed and jumping ability.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    16. Re:"Lacking" isn't the right term. by ivan256 · · Score: 1

      PPUs aren't some magic though. It's just another offload engine. None of those things you describe require them, and the hardware itself doesn't make it any easier for the game designers to implement that stuff. All it does is free up the CPU for other things. If you don't assign parameters for everything in your world, the physics are going to suck, fancy hardware, well-marketed (over-hyped) engine (library) or no.

      At the end of the day, it's not the fancy technology that is going to make the most of the difference, it's the people creating the content.

    17. Re:"Lacking" isn't the right term. by ivan256 · · Score: 1

      You totally mis-understood my comment. I agree with you 100%. My comment about the "blown away" effect was that they went *way* too far in Oblivion. Read some of my other posts in this thread. I think you'll find we see pretty much eye to eye.

      Did I mention that game physics is hard?

      I don't know if I'd go so far as to say it's "hard", but it's definatly a *lot* of work, even if you have a ready bought engine.

    18. Re:"Lacking" isn't the right term. by MobileTatsu-NJG · · Score: 1

      "Does the prospect of realistic physics really ruin a game?"

      Out of curiosity, are we talking 'realistic physics' as in "behaves EXACTLY like it would in the real world" or do we mean realistic as in "does a lot more bouncing around in a way that vaguely reflects what would happen in reality." Okay, that's not a very precise question, so I'll use an example: Grand Theft Auto's pyshics are comically unrealistic. You can do things to cars that are mind-bogglingly unlikely. (i.e. you can PUSH a firetruck...) However, there are still a LOT of physics going on. Cars bounce, they roll, traction's an issue, and so on. In that respect, I could see somebody describing GTA's physics as realistic even though reality is only being hinted at with the game. So.. that's my question: Are we talking about more interactivity with regards to how the world works, or are we talking about what would really happen?

      If it's the former, then I would answer your question with a simple 'yes'. In general, it gives you more choices in how to interact with the game. GTA in particular, did a wonderful job here. One of my favorite techniques in that game was to push cars into the path of where I know the bad guy is going to come from. Whereas, in the Die Hard games for the PSOne, that would simply have been impossible because it just plain didn't have the physics that GTA has. If it's the latter, then my knee-jerk reply is 'hell no'. Reality wasn't designed around fun. Again, I draw on GTA as an example. Imagine trying to have an adrenaline filled chase fest with the cops, only to have your car totaled because some idiot pedestrian walked out right in front of you. Though I suppose a fun game could be made around this, I can imagine it being rather frustrating. It would be even MORE irksome if some physics were there, but not others.

      "Just because Oblivion in particular is a good game, doesn't mean it wouldn't be better if the world were more believable."

      Never played Oblivion, but I suspect you're right. Just like chocolate sauce wouldn't neccessarily make pizza better. Hmm.. I shouldn't post after skipping lunch.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    19. Re:"Lacking" isn't the right term. by RobertLTux · · Score: 1

      What's a realistic model for a fireball spell?

      i dont' know but you would have to model for assumed mass and velocity (and power of the ball) so you could have a "level-one standard" fireball acting like a 9 mil up to a
      "level !!! enhanced" fireball acting like a laser

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
    20. Re:"Lacking" isn't the right term. by Babbster · · Score: 1

      Is it really more fun when it takes 30 sword slashes to cut down an opponent in an RPG? Is it more fun when you hack a guy 15 times in the face with a dagger, then stab him and the knee and he dies? Is it fun when you block a swinging mace with your wooden bow and you don't even get knocked backward?

      I've heard people propose these kinds of changes to videogames before, and I just don't that, in general, they would work. The first, and biggest, problem as I see it is that if you tried to model accurate behaviors of bodies when being struck by melee weapons, you would make combat boring. If I get one proper slashing hit on an enemy with, say, a great axe, they (assuming human proportions) are going to the ground. It really doesn't matter where they're hit, unless they're completely inhuman - either something vital is hit, they're going into shock, or they're just responding naturally to a hard, painful blow.

      Then, there's the issue of fairness in RPGs. Most RPGs over the years use the same basic system to determine NPC and PC attributes. There may be differences in weaponry and special skills, but things usually come down to attack versus defense and damage versus life (hit points). Going the route of realism would mean that if an NPC takes one of the PC's legs out, that's the ballgame. At least in the "melee world," if you can't stand you can't fight. Even adding in armor that can be damaged doesn't help since it would mean armor being ineffective after a fight or two, requiring constant trips to a blacksmith.

      I guess I just don't think that most games would benefit from adding a lot of "realism" to fighting because real fighting sucks. :)

    21. Re:"Lacking" isn't the right term. by cgenman · · Score: 2, Interesting

      Ignoring the fact that what you've just described doesn't actually talk about the physics engine in a game, but damage engines, there are still reasons that arbitrary physics can be a mess.

      The most common example is "stacking stuff" and breaking the 'freaking scripting. You've got a bad guy, you've got a castle. You are to go into this castle after the bad guy has revealed himself to have a climactic battle with his accountant. So instead of playing along with the game, the player stacks up a bunch of random crap outside of the castle, and climbs in. Or maybe they're accidentally blown in by a combination of a misplaced grenade, a feet of flight, and an enemy's lightning bolt. Either way, they've managed to completely break the scripting of the game and very possibly make it impossible to continue. They probably won't realize that either until after they've saved their progress.

      Or the player is in a heated battle with a group of enemies, and they're all firing Tim-the-Enchanter-esque rockets at eachother. Once the player wins the battle, he discovers that the cave he was supposed to go into is now blocked by the rubble of the building that was just nuked around it, preventing progress.

      Or the physics engine correctly asserts that objects should not pass through eachother, and so every time you swing a weapon it pushes the opponent out of your range. Or your body mass manages to push aside a character that is moving in a scripted fashion, thereby preventing them from reaching their objective. Or one of a million other things that can go wrong.

      All of the "casual physics" would need to be programmed into the game in some form or another. Sure, you could have tree leaves that brush away from the player. But in addition to the calculation overhead, you need to define the occupied regions, joints, anchor points, and other physical properties of that object. If you want a building to break, you've got to define the stress thresholds of all of the polygonal objects, the collision volume, the breaking patterns, and draw all of the internal portions of the object. If you want the player to be able to dig a post hole, you have to define a ton of parameters for that as well. It may look like a tree, but it doesn't have the slightest clue what it is and what it is supposed to do.

      Physics aren't free. They are, in fact, incredibly messy and touchy, and need to be coded on a case-by-case basis. I think Oblivion did a really fun job in this respect, as the two things I've seen people do with the game are A: jump their horse off a cliff to watch it twist up as it dies and B: blast the hell out of enemies trying to launch them over trees. Those must have taken reasonable amounts of coding resources, but added tremendously to the gameplay. The ability to arbitrarily deform buildings, on the other hand, would not be particularly helpful for this type of game.

      I'm not saying that better integrated physics isn't a good goal going ahead. The physics in Oblivion as they stand now would have been considered hyper realistic as of 8 years ago. But it shouldn't be the primary concern of developers. Experience should always come first, and if physics support that in proportion to their development cost, they should go in. If they add undue burden to the coders, artists, or QA, they should be ignored for more important things.

      Games are all smoke and mirrors, an illusion no thicker than the smoke eminating from a pool hall. Don't be confused into thinking that they are the real thing being held back by a lack of power. They are just an intricate floating illusion pushed forward by the remarkable power that we already have.

    22. Re:"Lacking" isn't the right term. by dhasenan · · Score: 1

      Video cards aren't optional. Your choice was between one with fewer features and a lower cost and one with more features but a higher price.

      If we do see physics acceleration in the future, it'll probably start as a feature on some video cards, where it's a matter of $50 or so more for physics acceleration.

      It might be possible, at that point, for a game to set up some rules for object interaction and let the video/physics card simply report what happens--the game would essentially be a set of instructions for the video card and a means to keep track of logical data (AI, player instructions, and so forth). That could be interesting.

    23. Re:"Lacking" isn't the right term. by SanityInAnarchy · · Score: 1

      'casual physics' with hardware acceleration is only required to check a box on the marketing list.

      I'll just say you're flat-out wrong on this one, at least regarding the hardware acceleration. In 5-10 years, people will be laughing at you at least as much as they were at the people who said "You can't fill 512k of RAM with meaningful code!"

      There are a lot of technologies added to games that have been called overhyped and unnecessary until we figured out how to use them, and now we can't live without them. The most recent one I can think of is HDR. You got a lot of people hyped about it, but also a lot of people completely uninterested, pointing out how it'll actually detract from gameplay...

      And then, you actually go play something like Half-Life 2: Lost Coast. Ok, it's not going to change the world, but it's far more than a "check box on the marketing list", it's something that actually changes the experience.

      And also, while we're nowhere near there yet, full 'Causal' physics is simply easier to do than 'Targeted' physics. Targeted requires constant tweaking of both the physical properties of objects and the physics code itself, whereas with Causal, you just tweak the properties of the objects/world, the physics will Just Work(TM).

      --
      Don't thank God, thank a doctor!
    24. Re:"Lacking" isn't the right term. by SanityInAnarchy · · Score: 1

      It turns out that total realism is less fun.

      That's true, but it's much easier to do, if the hardware can handle it.

      And, while I love completely unrealistic things like Tony Hawk games, I also love more realistic games, like (don't laugh) Half-Life 2. As far as I can tell, the gameplay is mostly molded to the real world physics, not the other way around. This is a game that could benefit from what this article is talking about -- remember the ridiculously long gameplay demo video? The one that had all kinds of cool things left out, like striders impaling people, shooting chunks of buildings out, and so on? Remember how realistic the shattering wood looked in that video, and then you play the game, and you notice -- hey -- the wood is shattering predictably, it'll shatter exactly the same whether you shoot it in the middle of the beam or at the ends?

      The nice thing about "causal physics" is, those subtle tweaks would (I hope) be much more consistent. If your arrows are going to send your enemies flying, have them at least look like they hurt more before they do -- or maybe have them only send enemies flying when a single shot was more than overkill.

      --
      Don't thank God, thank a doctor!
    25. Re:"Lacking" isn't the right term. by ivan256 · · Score: 2, Interesting

      I'll just say you're flat-out wrong on this one, at least regarding the hardware acceleration. In 5-10 years, people will be laughing at you at least as much as they were at the people who said "You can't fill 512k of RAM with meaningful code!"

      History is on my side. Problems frequently move back and forth between hardware and software as complexity of processors and processes increase in a cyclic pattern, but after time the processes end up staying put based on simple clasification. Processes with low IO rates end up on the general purpose CPU in the long run, while processes requiring heavy IO or stream processing stay as a specialized 'accelerator' function. Any benefit you would gain from a hardware physics engine will soon be negated by multi-core CPUs, and if necessary, MMX style instruction set extensions. If I knew how to find you in ten years, I'd make a bet with you.

      whereas with Causal, you just tweak the properties of the objects/world, the physics will Just Work(TM).

      Spoken like somebody who learned all he knows about the subject from a press release.

    26. Re:"Lacking" isn't the right term. by ClamIAm · · Score: 1

      This reminds me of Red vs Blue, when they started using the Halo 2 engine (explained in the plot as "we're in the future"):

      [Tucker is regaining conciousness]
      Tucker: What's going on? Who are you people?
      Caboose: Tucker! Tucker! I am so glad you are alive.
      Tucker: Caboose? Still so dumb, but you look so different.
      Caboose: We're in the future! Things are very shiny here.

    27. Re:"Lacking" isn't the right term. by ClamIAm · · Score: 1

      I think it has nothing to do with "realism", but more to do with consistency. If there is physics element x that is done to perfection, I'd expect similar things to happen when for related element y. I'm not going to be pissed if you aren't simulating each individual atom in my sword or whatever. However, if they are trying to go for "realism", then I'd expect a certain set of guidelines to be followed.

    28. Re:"Lacking" isn't the right term. by ultranova · · Score: 1

      Oblivion (and Morrowind) already does this. If you edge your way up to the maximum load, you might not notice it, but your character's speed and jump distance are considerably greater the less encumbered they are.

      I might be wrong here, but I seem to recall that it was what armor I was wearing, not how much load I was carrying, that affected this in Morrowind.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    29. Re:"Lacking" isn't the right term. by steveo777 · · Score: 1
      I haven't actually played Oblivion. So I may someday prove myself wrong, but I did play Morrowind. Graphics and story aside, the games look identical. You slash your now shiney sword. Your armor is always polished and highly reflective, even when there isn't a light source. I haven't played many 360 games that didn't make everything look as if it's coated in wax (DOA's clothing actually looks like cloth). I hope this is just developers thinking, "Whoopie, lookie what we can do!" And I hope they get over it soon.

      I also hope that the we don't see graphics like this on the Rev or PS3.

      --
      This sig isn't original enough, it's time to come up with something witty...
    30. Re:"Lacking" isn't the right term. by ivan256 · · Score: 1

      Ok, smartypants. Given your realistic physics model, what parameters would you punch in to have it unaffected by gravity, have it move slowly, but have it effect the target as if it had a huge amount of energy (as if it was seemingly really heavy)?

      In other words, what parameters would you give it to have it behave in a manner that is physically impossible, yet still interact realistically with other objects in the game?

    31. Re:"Lacking" isn't the right term. by Sylver+Dragon · · Score: 1

      Point taken. Though I would guess that, if we had some standard hardware, which could be relied upon to be there in most cases, we would end up with a standard API which companies could use. Most likely, we're going to end up with something akin to DirectX for physics, which will help make the life of developers easier. Sure, if they people plugging values into the API's don't put any thought into it, you'll still have problems, but it will make life a little better for those that pay attention to wat theyare doing.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    32. Re:"Lacking" isn't the right term. by Sylver+Dragon · · Score: 1

      I'm expecting that we'll end up, eventually, at a point where there is something akin to DirectX for physics. I also woldn't be suprised if it's also a Microsoft set of API's. You're probably right, it will start out as something sitting on a high end video, but, like 3d acceleration, it will eventually trickle down to the rest of us.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    33. Re:"Lacking" isn't the right term. by ivan256 · · Score: 1

      You can get the API without the hardware. There's no good reason for this to be done in specialized hardware, especially with multi-core CPUs that are around these days.

      Most likely, we're going to end up with something akin to DirectX for physics, which will help make the life of developers easier. Sure, if they people plugging values into the API's don't put any thought into it, you'll still have problems, but it will make life a little better for those that pay attention to wat theyare doing.

      I'm sure that the folks at Bethesda wrote some rudimentary API for physics and linked it into their games. I think the problems with the Oblivion physics are in the content creation side of the house. Writing the engine in a game the size of Oblivion is the easy part. It's the content that takes the most of the effort. If they didn't put the effort into parameters for their simple engine, I can only imagine how much crappier (or how much more delayed) the game would have been with something more complex.

    34. Re:"Lacking" isn't the right term. by sidb · · Score: 1

      I think you'll find we see pretty much eye to eye.

      Oh, cool. Polite agreement feels almost inappropriate on Slashdot.

      Yeah, by "hard," I do mostly mean complex or a lot of work. It sounds like they ran out of time on the heavy paperwads, decided to not mess with some of the issues like clipping on dead bodies, and I'll take your word that they overdid the cinematic physics. That kind of thing is a lot easier to get right in something like a movie where each shot can be individually edited and finessed.

  2. requirements change? by skankinny7 · · Score: 2, Insightful

    Right, and then the game would probably only run on the top 20 supercomputers in the world :)

    1. Re:requirements change? by flogic42 · · Score: 0

      Actually, it could run just fine on a desktop computer with PhysX

      --
      Check out my women's designer clothing store.
    2. Re:requirements change? by ClamIAm · · Score: 1

      I heard the arcade version of the next Dead or Alive will have one of these for each breast onscreen.

  3. How about if.... by cjb909 · · Score: 3, Funny

    What if Oblivion was projected in 3d holograms....and online....in space! Forget swords....more lasers! And Cheese Graters!

  4. Maybe... by El_Muerte_TDS · · Score: 1

    But would it make the game better, worse or no change at all.

  5. Does physics really add that much to an RPG? by Inoshiro · · Score: 5, Insightful

    I've played through Half-Life 2, with its (in)famous physics engine, and I've also put a couple of days into Oblivion. One of these two games has a lot of content to go with its eye candy, and is a game I'll likely replay again. The other is Half-Life.

    Except for some of the silly physics (like being able to run the horse along a steep cliff without falling), I don't think Oblivion would gain much from being super-real-istic. I don't play Oblivion because I'm interested in real-world physics.

    --
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    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 2, Insightful
      Does physics add to gameplay? Yes. Immersion is key. Role playing games are all about immersing you into a fully realized world and allowing you to run around and do as you please. The more realism that world has, the more it can pull you in. Is this a really hard concept to understand? How could making our escapist gaming worlds more cohesive and realized be bad? Should we just go back to playing Adventure for our RPG satisfaction?

      I don't play Oblivion because I'm interested in real-world physics.


      No, you play Oblivion because you want to adventure in a cool fantasy world! The more realistic the fantasy world, the more clever and interesting your adventures would be.

      Gaming is all about gameplay, yes. But good graphics, physics, sound, and all the other advancing gaming technologies add to the game developer's toolbox. Using the new tools provided by increasing technological capability developers can create better and better gameplay experiences. Sure the tools can be abused by hacks to develop games that exploit a tool rather than use it, but is that a reason to stop advancing altogether?
    2. Re:Does physics really add that much to an RPG? by AuMatar · · Score: 1, Insightful
      Does physics add to gameplay? Yes. Immersion is key. Role playing games are all about immersing you into a fully realized world and allowing you to run around and do as you please.


      Disagree. Role playing games are about experiencing a story and the lore of the game. Realistic physics wouldn't add to it, and it would suck up developer time instead of working on what actually does make the game fun. Unless the game's primary mode of gameplay requires it (for example, a newtonian space sim), realistic physics is a bad idea for ANY game.



      No, you play Oblivion because you want to adventure in a cool fantasy world! The more realistic the fantasy world, the more clever and interesting your adventures would be.


      I don't play Oblivion because TES has yet to make a game that doesn't suck. But ignoring that- a more realistic fantasy world wouldn't make better adventures. For that matter, part of the fun of games is that they *aren't* realistic. It would be realistic to make us shit every couple of hours too, but I don't want them to add that either.

      As a side note- immersion sucks. I don't play games to be immersed. I have never been immersed in any video game, movie, etc. I play games to have fun. Most of the stuff devs put in crying "immersion" are not fun, and actively detract from the main point of the game. The devs time would be MUCH MUCH better spent improving combat, improving the storyline, improving balance, and actually working on what makes the game fun.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:Does physics really add that much to an RPG? by ivan256 · · Score: 1

      You seem to be under some delusion that immersion and realism are linked somehow.

    4. Re:Does physics really add that much to an RPG? by Echnin · · Score: 3, Insightful

      Final Fantasies are about telling a story; The Elder Scrolls are about immersing you in a sandbox-like game-world. There are different types of RPGs. Apparently you don't like the immersive kind, so what are you doing posting about what an immersive RPG should or should not be like?

      --
      Lalala
    5. Re:Does physics really add that much to an RPG? by The-Bus · · Score: 5, Insightful
      "The more realistic the fantasy world, the more clever and interesting your adventures would be."

      That's ludicrous. The statement should read: "The more realistic the fantasy world, the more of a real world it becomes."

      If Oblivion's engine was realistic, then there would be no point in locks or lockpicking as I'm sure a fireball could set any door on fire and windows could be broken to crawl into any area. Also, item prices would change as supply and demand affect the worldwide economy. And you know what else?

      There'd be no fucking monsters made out of ice cubes or perky, nubile spider-women who can shoot lightning.

      I think the word you're looking for is not "realism" but "consistency" which has nothing to do with the physics engine and everything to do with how that engine (no matter how realistic or fantastic) is applied to everything. BUT... in video games, as in movies, you need to have something called suspension of disbelief. Otherwise, if I decided to just keep walking east, I wouldn't hit a magic force field that says, "You can't walk over there." Otherwise, I'd be wondering... where exactly are all the kids in Cyrodiil?

      Personally, I prefer being able to walk up to a group of guards and hit them with a sword to send them flying like so many Agent Smiths. For every moment I have where I say, "Oh, that's stupid, why can't I carry this candle across the room" I have another one where I jump off the side of a cliff and get a one-shot kill mid-air on some bandit 80 feet below me, then land on the ground and eviscerate his companions while I simultaneously pick flowers. That is what Oblivion is about.

      As far as the original submission, they asked: "How would Oblivion be different if there were more than just Rag-Doll physics, if bad guys reacted to the swing of your sword, or if mist realistically moved around you as you walked?"

      I wouldn't care. It's already a fun game. This is what saddens me about the tech demos I'm seeing lately: "Look, the car falls apart realistically!" While that gets me to geek out for a few minutes I wonder if so much effort will be put into gameplay.

      One look at the current quality of the average game and I think I have my answer to that question.

      --

      Small potatoes make the steak look bigger.

    6. Re:Does physics really add that much to an RPG? by NichG · · Score: 4, Insightful

      The problem is tradeoff. Lets ignore development time, since putting in an actual physics engine can actually speed that up if it means you don't have to explicitly program stuff, the same way that putting in random generation stops you from having to tweak each individual NPC's name and appearance.

      No, the tradeoff I'm talking about here is system specs. Oblivion is a good game, immersive, fun. It was a good game back when it was called Morrowind and ran on computers that would be laughable by today's standards.

      Now, I'm not saying they should have kept the graphics the same in Oblivion. But I'm saying they could have and if the rest of the game is solid, that wouldn't make it a not-fun game. Since systems have gotten better, then they can choose to improve the graphics and thats great. But the sort of casual physics they're talking about in that article isn't something that could realistically be done on modern systems. I was even surprised that the physics in Oblivion could be done until I realized that they had an on-off switch for it, so stationary objects weren't simulated. Meaning they had to do at most a couple dozen nodes at once - not a big deal.

      Or, to put it another way. I can make a game that solves compressible Navier-Stokes to derive the weather patterns so that the player can influence the weather via the butterfly effect. Or I can stick in a random distribution. If its free, I might as well do the former. But it isn't, so if I want anyone to be able to play my game, I choose to do the latter which is almost as good. Putting in by hand swirling smoke gives you something which takes you as a developer more time to do, but the benefit is that the computational difficulty drops and you have spare cycles to do even more interesting stuff. I'd rather have my cycles used for a really clever AI, or even an evolving world, than simulating the grass. And since I have a finite computational power, thats a choice that must eventually be made.

    7. Re:Does physics really add that much to an RPG? by mrchaotica · · Score: 1
      Disagree. Role playing games are about experiencing a story and the lore of the game. Realistic physics wouldn't add to it, and it would suck up developer time instead of working on what actually does make the game fun. Unless the game's primary mode of gameplay requires it (for example, a newtonian space sim), realistic physics is a bad idea for ANY game.

      [snip]

      I don't play Oblivion because TES has yet to make a game that doesn't suck. But ignoring that- a more realistic fantasy world wouldn't make better adventures.
      You do realize you're talking about the wrong genre, right? Oblivion is not an RPG, it's a hybrid between an RPG and a 3rd-person shooter. In other words, it's kind of like Half-Life except with leveling and a non-linear world (perspective aside).

      No wonder you think TES games suck -- you actually wanted something like Final Fantasy!
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    8. Re:Does physics really add that much to an RPG? by mrchaotica · · Score: 2, Insightful
      I'd rather have my cycles used for a really clever AI, or even an evolving world, than simulating the grass. And since I have a finite computational power, thats a choice that must eventually be made.
      And that's why the article is talking about supporting hardware physics acceleration, with one of those special chips.
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    9. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 1

      Right. Progess is needed. Choices have to be made for performance and development reasons.

      I wasn't arguing that Oblivion should have better physics now, but disagreeing with the position that it doesn't need better physics at all.

    10. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 1

      Why do you assume that realism == mundane?

      Would you have preferred Oblivion to be made using the Morrowind engine? Why/why not?

    11. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 1

      Ha yeah. Silly me. Pole Position is totally more immersing than PGR3.

      You seem to be under the delusion that realism == mundanity.

    12. Re:Does physics really add that much to an RPG? by Deltaspectre · · Score: 1

      The devs time would be MUCH MUCH better spent improving combat, improving the storyline, improving balance, and actually working on what makes the game fun.

      Boy, that's what I'd call immersion. A better immersive storyline, improving combat so it's more believable for immersion, improving balance so you can be better immersed...

      --
      My UID is prime... is yours?
    13. Re:Does physics really add that much to an RPG? by AuMatar · · Score: 1

      And I'd call none of them immersion. Where did I say making combat more realistic? Usually I'd go the opposite way. Super Mario combat wasn't realistic- but it was fun. Street Fighter- same thing. WoW- same thing. Unless your game is designed on a sim, realism should be left at the door.

      Balance isn't about making it immersive, its about making sure its not too easy, not impossible, and making sure that there's reasons to use different weapons/abilities/strategies.

      You seem to have a different meaning to the word than the rest of the world uses.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    14. Re:Does physics really add that much to an RPG? by Thalagyrt · · Score: 1

      If you know what the perfect game is, as you claim to, why aren't you running ZeniMax instead of Mr. Altman, and why haven't you made a game that has outsold every other game for the whole month after it came out? If you're so right about everything, and you know what goes into a perfect game, then by all means be my guest and go make it. When it sells as well as TES has, you can come back here and rant about how great you are.

      You're completely delusioned as to what TES is all about, expecting it to be something it isn't. If it doesn't fit your tastes, then fine, that's cool. Don't blatantlysay that the game sucks and nobody should play it no matter what people say. That isn't opinion, that is simply being a complete arrogant asshole. Just my two cents.

      --
      Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo!
    15. Re:Does physics really add that much to an RPG? by ivan256 · · Score: 1

      Realism is mearly one method of making a game immersive. I would argue that it's not always the best method.

      Try using your imagination some time.

    16. Re:Does physics really add that much to an RPG? by Deltaspectre · · Score: 1

      Maybe I do, but it works for me and I'd prefer to live in my little world.

      --
      My UID is prime... is yours?
    17. Re:Does physics really add that much to an RPG? by NichG · · Score: 1

      Sure but the tradeoffs still exist. Hardware acceleration means money towards that particular card means money that isn't spent on other aspects of the system. Also, restricting physics to the hardware puts a limit on the sort of physics that can be done if it HAS to go through the hardware. Since most physics can be expressed in terms of or at least take advantage of large matrix operations, that might be the best and most general way to go. Fourier transforms on the hardware are useful for certain kinds of physics, but I doubt it'd be too useful for the kind of thing that goes into games unless people start solving the PDEs for water ripples or whatever. But I don't actually know how its planned to go. Some of this could probably be taken care of decently by making graphics card interfaces a bit more general - since you can already do a lot of linear algebra stuff on 3d cards as it is. Afaik, the limit on graphics cards has more to do with sending information to the card and receiving it back than the actual computational difficulty of what it does, which would mean that on average there are some spare cycles that could be utilized there.

      Specificity of the hardware was a big problem with the first 3d hardware. Basically the game's appearance was limited by the card and not the programmers. Its a bit better nowadays with shaders, and you can actually use some tricks to do general linear algebra on 3d cards but its not as fast as it could be since the card wasn't made for that purpose.

    18. Re:Does physics really add that much to an RPG? by ultranova · · Score: 1

      If Oblivion's engine was realistic, then there would be no point in locks or lockpicking as I'm sure a fireball could set any door on fire and windows could be broken to crawl into any area.

      Ah - you've played Arcanum, I see. Disintegrate spell is the supreme key :). But a battleaxe will do in a pinch - swords have a nasty way of getting damaged when used on hard objects.

      And it has a simple, ingenius way of increasing immersion - people go to sleep in their beds at night. That's when you rob a shop. Of course you can't use disintegration then, since it makes a lot of noise, so lockpicks still have their uses, not to mention automated mechanical skeleton keys...

      Yes, Arcanum's the best CRPG I've ever played. Pity it won't work under Cedega or Wine :(.

      There'd be no fucking monsters made out of ice cubes or perky, nubile spider-women who can shoot lightning.

      Nubile spider-women ? Do you have links to any pictures ?-) Yes, I like monster girls; there's something extremely cute in them.

      In any case, there's electrical eels in reality; maybe those spider-women are actually shooting electrified web strands at you ?

      As for the ice cubes, I'm pretty sure I saw one move when I was cleaning my fridge ;)...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    19. Re:Does physics really add that much to an RPG? by Godeke · · Score: 2, Insightful

      I picked up the recompiled version of Plane Scape: Torment (that works under XP). Those 1999 graphics are not going to blow anyone's mind.

      But the game is immersive. The *story* is immersive, to be specific: you actually can enjoy the interactions of the characters and your choices do make a difference.

      Meanwhile, making the "game world" a FPS with a physics engine is no guarantee of immersion. The story can still be poorly written and artificial stupidity can ruin the experience.

      People who think that high end technology is the only way to achieve immersion must have never picked up a good book.

      --
      Sig under construction since 1998.
    20. Re:Does physics really add that much to an RPG? by DrXym · · Score: 0, Offtopic
      My opinion of Oblivion is that it is an amazing game but it also has some pretty in-your-face problems which are like a slap around the face every time.

      The worst issue by far are the NPCs. Every NPC (including the one voiced by Patrick Stewart) speaks with the same monotonous drone as if its actors paid to read 1000 lines during a recording session. Perhaps they were, but that's no reason the game should sound like it. Worse is that the 1500 odd NPCs sound like a handful voice actors going through their repertoire. The voice for the same NPC sometimes leaps from one style to another between lines, e.g. old crone beggar voice one moment and posh the next. Even with all the NPCs, the cities and towns are virtually empty. I wonder if the game could have benefited from non-interactive NPCs who fill the scenes but don't do anything.

      I hate the control system too. While the UI that controls maps, inventory, quests, character is an exercise in minimalism, it sure is a pain in the arse to use. I've also died more than once because "c" button to cast a spell hasn't done anything.

      The gameworld is stunning and the amount of content is stunning too. The game is what Ultima would have been if it had continued. It's just too bad that some highly visible issues with the UI and NPCs let it down.

    21. Re:Does physics really add that much to an RPG? by MHolmesIV · · Score: 1

      Oblivion is not only about the the sandbox. It's also about the stories. Admittedly smaller more numerous stories instead of a single all-consuming storyline, but still, you play it because you're enjoying yourself. If you didn't enjoy yourself, you would play something else. While the physics, like the shadows and the HDR lighting and nifties to showyour friends when they come over, you tend to ignore them when you;'re actually playing. (Except when you're chasing the stupid boneless bear rolling down the slope so you can loot it).

      And I loved final fantasy, and jade empire, and I really like oblivion too.

      I keep having the urge to see if I can depopulate an entire town...

    22. Re:Does physics really add that much to an RPG? by LordVader717 · · Score: 1

      What got me feeling strange is the way they tried to apply "realistic" elements (such as the visuals) to the game, while totally ignoring the way that realism would change the way we perceive the game, and how we expect the physics to be.

      For example, I like lizardmen and all, and they got the face looking pretty good. But what they done in Oblivion is basically take a lizard/tiger head and place it on a human body, expecting it to work seamlessly.
      Guess what? It looks and feels shit. Some of the NPC female lizardmen also have tits with a low cut dress, which just looks stupid and rediculous.

      The cliff and leaping physics are two other examples.

      I don't expect games to be realistic in every aspect, because games are meant to be a different experience than reality.
      What I like about some games is how they create their "own" "reality", in the sense that they may not emulate our own world in the way the developers see best, but you get a feeling for the physics, and feel in-control.

      In Oblivion, you feel like you're hacking your way through some buggy engine, never knowing what to expect.

      I think they put too much effort in trying to seem "realistic", and should have thought more about how to make their game more alive. The way it is, I'm reminded more that I'm just toying around with computer code, than by less realistic games.

      After all, games aren't realiity and shouldn't try to be it. What they can be though, are fun entertainment within their own world.

    23. Re:Does physics really add that much to an RPG? by Echnin · · Score: 1
      Yes, Oblivion has a story, and many stories. However, compared to Final Fantasy-type games (I love Final Fantasy too, just to establish that), one can say that in Oblivion, the stories are used for the game's sake, the immersion, while in Final Fantasy the game is a vehicle for the story.

      If you're going to depopulate a town in Oblivion, you might want to start by robbing all the guards in the barracks while they're sleeping; you can take all their equipment, and when they wake up they'll go to their posts without any weapons or armor. If you wait too long, they'll get new equipment, though. Admittedly all this isn't perfectly realistic, but it's still an example of how creative you can be exploiting the detailed game-world. With advanced physics, you can be even more creative. I agree with the article author saying that detailed physics will be the next step of games. When I have a bazooka, and want to see what's on the other side of a wooden wall, I should not have a problem finding that out.

      --
      Lalala
    24. Re:Does physics really add that much to an RPG? by Clock+Nova · · Score: 1

      No. No. No. Oblivion, and all of the Elder Scrolls games, are absolutely RPGs. The perspective of the game does not define its genre; it's how the game is played that does. I can play Morrowind entirely from a third person perspective, if I want to. Does that make it a platformer? I've not played Oblivion, but IO can say that morrowind has far more in common with Fallout, Baldur's Gate, and Ultima that it does with Doom, Quake, or Far Cry.

      Deus Ex was played from the first-person, but it was also not entirely a shooter. It was a FPS/RPG hybrid because it involved, just as the Elder Scrolls games do, character development and actual choices as to how to focus that development. A good way to help understand the distinction is that FPS games base character reaction time very much on player reaction time, whereas RPGs usually base character reaction time (among other things) on various recorded stats, which the player can influence. The player, however, usually has little direct control. I can click the mouse as fast as I want in Morrowind, but I'm still limited by the my stats and my choice of weapon. I'm sure you can find some exceptions to this rule but, as a whole, it stands.

      --
      There they were, sitting in the van with all those dials, and the cat was dead. -V. Marchetti, CIA
    25. Re:Does physics really add that much to an RPG? by patternjuggler · · Score: 2, Interesting

      This is what saddens me about the tech demos I'm seeing lately: "Look, the car falls apart realistically!" While that gets me to geek out for a few minutes I wonder if so much effort will be put into gameplay.

      I think all 'graphics vs. gameplay' arguments are typically wrong in their assumptions about how games are made and sold.

      The fallacy of the 'lets do less of x and more of y' is that x is typically very well defined and achievable with a limited budget and schedule with the proper people and tools, substance y is vague and intangible and unmanageable.

      Everybody with eyes and a brain knows what good graphics are, there are lots of good artists and graphics programmers out there so it's only a matter of time and money to get good graphics. A huge part of our brain is devoted to processing visuals, so I think it's well and good that that part of the brain is targeted. Another good bit of mental processing is devoted to physics- recognizing where things are falling intuitively, how to move muscles to achieve desired effect and so on- and we understand physics. Visuals are a subset of physics in reality, and that's pretty well understood too.

      I have no idea what 'good gameplay' is, or what 'fun' is. I'm sure there are a lot of people out there with theories that work sometimes when the stars are aligned and so forth. There may be some really brilliant people out there who really understand how to make some specific kind of 'good gameplay' and 'fun' and can consistently create games with those qualities, but for the most part since those people are few and far between the easiest way to make a fun game with good gameplay is to copy another game that just happened to hit upon those qualities. Another thing is that in the development process, the point at which a game becomes fun may come really late- you won't know you screwed up until its too late to make fundamental changes to how the game is played without breaking budget and schedule.

      That just covers the developer end though- consumers, although they want to have fun and have good gameplay, have no real method of determining if a game embodies that by looking at the box, or watching the video. They know it when they experience it. And sometimes it takes a while to learn a new style of gameplay, so maybe a demo isn't enough- so again it's easier for consumers to stick with what they know, and have past experience with a genre of game they'll know much sooner when first playing a game whether it will be fun and so on. But the first thing the consumer sees is going to be the graphics, and the second thing they'll experience is the way entities in the game move and interact- the physics and animation. Those two things make the first impression even if gameplay is more important to making them enjoy the entire game- if those two things are done poorly then the gamer will most likely never get to the gameplay part of the game. I don't think there's any way around that.

    26. Re:Does physics really add that much to an RPG? by SanityInAnarchy · · Score: 1

      You're right, I'm looking for consistency. Also a bit of creativity. Ideally, an RPG would... well...

      there would be no point in locks or lockpicking as I'm sure a fireball could set any door on fire and windows could be broken to crawl into any area.

      YES. Exactly. And the developer would be forced to either make sure the doors were magical, or steel, or come up with a more realistic explanation for why you can't get in there. Maybe better AI, so if you break a window, you get a bad rep, and eventually the police come and kick your ass?

      There'd be no fucking monsters made out of ice cubes

      Oh, by all means, give us the monsters made out of ice cubes. Just let us carve chunks out of them with fire, and make the ice so insanely hard that if we touch it with our hands we lose a finger to frostbite.

      The point is less tweaking of the physics to be inconsistent enough to match the world you've created, and more tweaking of the world to be consistent enough that you don't have to put so much work into physics.

      --
      Don't thank God, thank a doctor!
    27. Re:Does physics really add that much to an RPG? by CableModemSniper · · Score: 1

      Sounds like you need to find some real life people and a GM.

      --
      Why not fork?
    28. Re:Does physics really add that much to an RPG? by Anonymous Coward · · Score: 0

      "Oh, by all means, give us the monsters made out of ice cubes. Just let us carve chunks out of them with fire, and make the ice so insanely hard that if we touch it with our hands we lose a finger to frostbite."

      If you melee a frost atriarch, watch your health. It goes down whenever you land a hit in melee. This may be the simple equivalent of "losing a finger". Personally, I find this annoying, but since MAGIC is there to put all my character's fingers back on, it's not worth complaining about.

    29. Re:Does physics really add that much to an RPG? by LarsWestergren · · Score: 3, Interesting

      I hate the control system too. While the UI that controls maps, inventory, quests, character is an exercise in minimalism, it sure is a pain in the arse to use.

      You should download BTMod, it makes life much more pleasant for PC players of Oblivion. It gives you larger maps and inventory/spell screens, works great.

      I haven't had any problem with the voices (maybe because I'm not a native speaker), but one thing that ruins immersion for me is the way opponents level. I understand why, it makes balancing much easier and keeps the game challenging and fun througout. But it takes some of the tension out of exploring - you know you will always be able to take out anything you bump into when you enter a cave, you will never accidentally stumble into the dread lair of the dead God while you are at level one. So neither do you get the sense of accomplishment of levelling your character and coming back later for some "who is the tough guy NOW, eh?".

      It also constantly makes me wonder at later levels, if a group of bandits all have legendary elven weapons and magical armor, why don't they sell it and buy a luxury house with servants to take care of them the rest of their lives, instead of lurking in a cold and dank sewer all day waiting for a passerby to rob for scraps?? I'm considering downloading the mod that makes high level weapons and armor much more rare.

      Still, amazing game though. The radiant AI is a bit wonky sometimes, but you occassionally get some really jaw-dropping stuff. For instance, when I killed one bandit his magic sword fell clattering down a mine, and another bandit dropped her lousy iron knife, picked up his sword and ran at me!

      And all the great books...

      --

      Being bitter is drinking poison and hoping someone else will die

    30. Re:Does physics really add that much to an RPG? by Kataton · · Score: 1

      This is what you are looking for:

      http://www.nintendo.com/gamedev?gameid=m-Game-0000 -1849&dauid=d7c1e618-40a4-4896-a5a9-f154ebe65826&p age=3

      Realism vs. Reality, from Miyamoto himself.

    31. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 1

      Sure, but realism is an additional way to add immersion. Why deny game developers a useful tool?

      Judging by your comment I think you would really enjoy "Photopia" and "Spider and Web" (unless you've played them already). They are two gems of recent interactive fiction that I've come across. Of course nothing beats Zork III.

    32. Re:Does physics really add that much to an RPG? by Gulthek · · Score: 1

      Sure, but realism is an additional way to add immersion. Why deny game developers a useful tool?

      Judging by your comment I think you would really enjoy "Photopia" and "Spider and Web" (unless you've played them already). They are two gems of recent interactive fiction that I've come across. Of course nothing beats Zork III.

      Also Ultima VII. Awesome game. Awesome world. Totally immersive. The problem becomes when the graphics outstretch the other parts of the game. When a game looks like Doom or Ultima VII I don't except ragdoll physics and realism; but I am immersed. But when I play a game that looks like Oblivion and encounter cartoon physics there is a discordance that pulls me out of the game world.

    33. Re:Does physics really add that much to an RPG? by ivan256 · · Score: 1

      Sure, but realism is an additional way to add immersion. Why deny game developers a useful tool?

      Because intentional unrealism is also a way to add immersion, and is incompatable with the corresponding realism.

    34. Re:Does physics really add that much to an RPG? by Anonymous Coward · · Score: 0

      Role playing games are all about immersing you into a fully realized world

      No. Role playing games are about playing roles. And unless they're straight up timewasters, they're also about playing that role effectively. The objectives and your way to achieve them may vary on your class etc., but there always ARE objectives, and some way to measure your success.

      With immersion there is no objective except for the immersion not to stop.

      Such is the difference between an interactive movie and a game - in a game, it is always possible to strip down the game objects to what they really are, i.e. the variables they represent, and still play the game. In a (interactive) movie that doesn't apply.

  6. Physics Realism? Pfft. There're bigger problems. by Valdrax · · Score: 5, Insightful

    Physics realism in the game is nothing compared to the lack of social realism especially with regard to crime. If you steal something anywhere in the game, everyone in the game knows that it wasn't yours and may take steps to punish you for it.

    You can steal a horse in one town and ride it to the furthest town away that you can get to, and everyone will know that it's not your horse. You can pick up an alchemy book to read it with no one in the room and put it back down when finished only to be accosted as soon as you open the door. If you kill a guard in an alleyway, every single guard in town will come straight for you to kill you.

    Until the game gets social realism down, a few odd-looking collisions means nothing for my immersion.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  7. Just wait for Crysis. by sc0ttyb · · Score: 1

    If you want all this mist-swirling and stuff interacting with you as you brush past it, just wait for Crysis. The engine looks very impressive. Let's just hope there's a solid game behind it!

    --
    "Apparently so, but suppose you throw a coin enough times. Suppose one day, it lands on its edge."
    1. Re:Just wait for Crysis. by Anonymous Coward · · Score: 0

      More importantly, Crysis is not going to require special hardware. In fact, the effects the author talks about have all been done before and did not require special hardware. Bending plants is easily implemented in any software physics engine. And it's not really a matter of coding, just of making the physics assets for all the plants which no dev has felt was worth the effort yet. Particle effects that exist in a world centered on the landscape has been done many times. It's exactly the same as making the particle effects centered on the player, except you translate through it as the player moves. In fact, I think the snow in Elder Scrolls 2: Daggerfall were centered on the environment and would "move closer to the screen as the player moved forward".

  8. waste of time by tengennewseditor · · Score: 4, Insightful

    Jesus christ, the physics are fucking impressive for an RPG. They can only put so much effort and manhours into Oblivion, and with the ENORMOUS AMOUNTS OF GAME CONTENT I'm surprised they even got a physics engine that is as fun as it is. True physics would have been nice, OK, but not worth the time. I mean, developers will release a game solely on the merits of its physics engine (see: Black) so it's not something that's trivial to add...

  9. Wow...who cares about Oblivion by Cornflake917 · · Score: 2, Insightful

    The /. article title and summary cover the least important topics about the title. It really has nothing to do with Oblivion except that they talk about how cool Oblivion would be if more physics were added and these physics were processed by a PPU (physics proccessing unit). I think this is a very interesting idea. Having a physics accelerator card that is completely dedicated to the physics of the game would add huge amounts of realism without performance drops. I think this could be cool. It might even change the way games are made. However, I'm not sure how many gamers will be willing to add another expense when they upgrade their system. But I think retailers would love to have another periphiral to sell that will increase a computer's performance.

  10. Re:Physics Realism? Pfft. There're bigger problems by pl1ght · · Score: 1

    This is so true, and has been so overlooked in this game. The physics are fine. The Social AI is what needs work. And I stopped playing oblivion out of frustration for the same reasons the original poster pointed out.

  11. Kvatch is burning by Ceriel+Nosforit · · Score: 1

    The only thing that really annoys me is that fires don't die out. It's such a huge cause of disbeleif for me that I have serious trouble getting back 'into' the game each time after I've visited the city.

    --
    All rites reversed 2010
    1. Re:Kvatch is burning by bearl · · Score: 1

      Those are MAGIC fires.

      There you go adventurer; resume disbelief and on your way! ;)

    2. Re:Kvatch is burning by yammosk · · Score: 1

      Wizards did it... :P

    3. Re:Kvatch is burning by MoriaOrc · · Score: 1

      This really bugged me, too. If you've gotten to the quest where you have to get help from all the cities, I thought it was very unrealistic that the fires were all still lit in Kvatch. And when I went to talk to the Captain of the Guard, he was still standing in the exact same place in the castle hall, and he was still wearing his brown shirt and NO PANTS. I believe they were one of the many casualties in the "When you're level 25" version of Seige of Kvatch that involved alot of him falling unconcious.

      On a more hopeful note, this WIP mod may interest you...

  12. Smells like a press release by cgenman · · Score: 4, Interesting

    So they claim that Oblivion would be much better with AGIA brand physics acceleration hardware support. And if they had just supported AGIA, then so much more realism and immersion would be possible.

    'smells like a press release to me. Nobody has an AGIA physics accelerator card yet. That's like saying the game would be better on a blue-ray disk. I wholeheartedly hope that physics acceleration will become a more standard piece of gaming kit at some time in the future, but nobody has one yet.

    The success of Elder Scrolls IV: Oblivion makes it the perfect example of what's missing from our current conception of next generation games... Oblivion lacks Casual Physics, and the result is a splendidly beautiful world that still requires a blind eye in order to buy into the environment.

    Or maybe the success of Elder Scrolls IV: Oblivion shows that Casual Physics are not necessary for a great game.

    1. Re:Smells like a press release by ukpyr · · Score: 1

      I'm glad I'm not the only paranoid person who thought this, it's better to be paranoid in a group.

    2. Re:Smells like a press release by myspys · · Score: 1

      That'd be Ageia, not AGIA

    3. Re:Smells like a press release by blincoln · · Score: 1

      'smells like a press release to me.

      I was thinking the same thing.

      Also, as cool visually as physics acceleration is, there's not a chance I would pay more than $100 for a card to do it. Isn't the Aegia card supposed to be $200-$300? Thanks, but no thanks.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  13. Re:Physics Realism? Pfft. There're bigger problems by chanrobi · · Score: 4, Informative
    Besides the physics issue, anything that can be modded script wise (such as the stealing thing), has been modded already. There is a big community out there with a great number of mods for almost anything imaginable already. The stealing issue has already been fixed, as has the "psychic" guards.

    Here is one among many: http://www.oblivionsource.com/

    If you can't find a mod for it, mod it yourself and let everyone else enjoy it!

  14. Not the only realism problem... by verbatim_verbose · · Score: 3, Funny

    They should really do a little more research on other aspects of reality, such as how difficult it actually is to cast fire directly from your hands. Just what kind of world do these guys live in?

  15. Re:Physics Realism? Pfft. There're bigger problems by Lord_Dweomer · · Score: 1
    No kidding. Whats the point of being a master lockpicker or laying out a huge plan to assasinate someone to gain access to their house if everybody knows what goods are hot and what goods aren't? I mean...if I'm in a house with a close door...and I loot EVERYTHING there, even if its a generic item, how in the HELL is some shop keeper going to know it was stolen? I mean...yeah, if it was an amulet that some guy never took off and I'm trying to hawk it, sure, I'd be a bit suspicious, but a metal plate? Whats the deal?

    --
    Buy Steampunk Clothing Online!
  16. The obvious answer by Anonymous Coward · · Score: 0

    They have to save a few good tricks for Elder Scrolls V.

    Current video hardware isn't particularly well suited to physics simulations with large #s of interacting objects. If Ageis PhysX chip takes off (for example) we'll see a whole lot more 'good' physics in games. There is still a world of difference between genuine physics simulations (which can be arbitrarily accurate) and the level of accuracy dictated by real-time interactivity but shifting the burden onto hardware is a big step.

    Even ignoring hardware requirements, implimenting decent physics requires a deep level of physics support in the very core of the game engine (esp. things like gradually destructable objects and malleable environment). If such features were not on the origional spec for the engine they sure wouldn't want to tack them in after the fact.

    Last but probably most important, good physics doesn't directly translate into good gameplay any more than good graphics or good sound. Given a finite amount of developer time they have to predict the right balance that will produce a fun product.

    1. Re:The obvious answer by Anonymous Coward · · Score: 0

      Actually, the main problem with physics on GPUs is nVidia's abysmal support for Pixel Shader 3 branching. It seems that 4096 pixels always follow the same execution path...

    2. Re:The obvious answer by Esterhaus_48 · · Score: 1

      I absolutely agree with the above post. If developers were to dramatically ratchet up the phsyics complexity in modern game titles, the disruption would be felt in all areas of gameplay. One thing that I know the average gamers grasp are bottlenecks, so I'll put things in those terms. Consider your favorite title, whatever that be. Now think of what efforts the developers put into balancing performance with image quality and, by association, realism. For many of the titles out there that you may consider your favorite, I'd hazard a guess that most are bottlenecked by the graphics card. So, let's rebalance the equation just a bit by adding more objects to interact with. No longer can we get by with large polys that are parallax mapped to better approximate more complex geometries, because our collision detection and object deformation algorithms depend on higher raw geometry complexity. By raising the bar on the physics complexity, we've shifted the bottleneck a bit more towards the CPU and/or PPU, but in turn we've added more geometry to be sent to the graphics card. This geometry results in more fragments generated that must be processed, further increasing the workload of the graphics pipeline. Now, I know what you're saying. We could certainly use techniques like occlusion culling and get rid of as much extraneous geometry as possible to reduce this overhead, but the bottom line is that the performance profile is now rebalanced in such a way that more physics added into the title may require that one adjust the other performance knobs a bit to maintain the same FPS. Things like resolution, aniso, FSAA, etc. The tradeoffs for moving closer to some asymptotic physics nirvana (regardless of CPU or PPU acceleration) may not be justified given the increase in workload on the graphics pipeline. My point is, it's all about weighing the performance with the (subjective) image quality / immersiveness level. In so far as PCs are concerned (by comparison to console environments which has a known set of hardware speeds and feeds), we tend to lean towards ensuring adequate frames per second can be achieved in the 'average' configuration. The proverbial icing on the cake becomes toggle options in the video settings. But, then again, this leads us to the issue of which options are available to whom, and how to establish a baseline for physics complexity in online titles, where players should have a level field, one which precludes the environment from providing advantage to one class of gaming configuration.

  17. Re:Physics Realism? Pfft. There're bigger problems by ivan256 · · Score: 2, Funny

    Everybody writes their name on *everything*. ;)

  18. Frustration by Ericn484 · · Score: 1

    I could live without the physics engine that people are talking about if my game would just run smoothly! I purchased the game for my 360 and everything ran fine...until I updated my firmware and now the game locks up like every 5 minutes for about a minute and it really kills the gameplay for me. I haven't tried another game yet to see if it is my 360 or just obilivion that is having the problem but it has become so difficult to play! But when it does lock up, my entire 360 stops responding to me.

    1. Re:Frustration by NeutronCowboy · · Score: 1

      I've had the same problem. Open up my inventory, wait a minute. Talk to someone, wait a minute. Talk to them again, wait another minute. And loading a new area? Another minute or so.

      My problem went away after a while. Not sure what I did, but apparently, clearing the cache might do the trick. Hold down A (or was it the XBOX button?) during start-up. Either that, or re-boot a couple of times. :)

      Either way, my lock-up problems are gone. Hope you have the same luck. :)

      --
      Those who can, do. Those who can't, sue.
  19. Re:Physics Realism? Pfft. There're bigger problems by ivan256 · · Score: 1

    99 out of 100 of those mods have unexpected and undesireable side-effects.

    There will be great mods for Oblivion. Almost none of them are ready yet though.

  20. Re:Physics Realism? Pfft. There're bigger problems by danpsmith · · Score: 2, Insightful

    Having played Morrowind, I understand why they made this game behave the way they did, but I can't say that I agree with it. In Morrowind, it was very simple to amass large quantities of wealth by stealing everything in houses and going off to the nearest trader, who would give you money in exchange. This was certainly much easier than killing the overpowering monsters that attacked you (especially as a thief) and then getting 5 gold for their pelts. I think, however, that they thought this was _too_ easy and too tempting for ordinary classes. I'd argue that while it is pretty easy, it is necessary. It's unrealistic to have people steal things and get caught by the simple fact that the item is "stolen." It's an invisible flag that doesn't make any sense. I think that the creators of Oblivion were bothered by how easily you could get away with stealing in the first game and decided that this was the way to curtail that. I believe that they should've just made the shops more strictly guarded. They should've made stealing harder, the penalties for getting caught maybe more severe. A lot of the ability to steal in Morrowind stemed from the fact that most shops had other rooms with no guards, no locks, or a petty lock and stuff sitting out everywhere with nobody looking after it. But yes, the stolen flag does indeed cut down on realism quite a bit, and I totally disagree with that decision. Part of what made Morrowind so fun was the ability to steal without getting caught in a realistic way.

    --
    Judges and senates have been bought for gold; Esteem and love were never to be sold.
  21. Too realistic means unplayable by Animats · · Score: 2, Insightful
    You don't really want realistic physics in your combat games. You don't have enough control to use it. If game combat had real physics, game players would have to have real martial arts skills. "No, no, your lead knee must be slightly bent before you start that throw". "Yes, sensi". Few gamers put in the dojo time to get those skills. You can't express them through a game pad, anyway. (A DDR pad and full VR gear, maybe. But even then you lack physical feedback, which is about 5x faster than eye/hand coordination.) Then you need an AI good enough to do real martial arts, a tough problem in itself.

    Just insisting that swords actually hit a vulnerable point with enough force to cause damage makes play too hard. Guns, yes; we can do guns. (Basic problem of video games: players can shoot well and move adequately; little else can be done well through a game pad or keyboard.)

    We know how to do much better game physics. What we're actually getting, though, is mediocre physics for everything in the environment. Which is all Ageia delivers; it's not better, you can just use it on more objects at the same time.

    Question: If we had a first-person combat game that took two real joysticks to play, and considerable practice to learn, but let you do real martial arts, would you play it?

    1. Re:Too realistic means unplayable by Sawopox · · Score: 1

      >Question: If we had a first-person combat game that took two real joysticks to >play, and considerable practice to learn, but let you do real martial arts, would >you play it?

      As a matter of fact, I HAVE played such a game. Not a 1st person, but 2 out of 3 ain't bad.

      Besides, how can you not like a game featured in a Jean Claude VanDamme movie?

      --
      [http://it-tastes-so-good.blogspot.com] Are you hungry?
    2. Re:Too realistic means unplayable by GMFTatsujin · · Score: 1

      Just insisting that swords actually hit a vulnerable point with enough force to cause damage makes play too hard. Guns, yes; we can do guns. (Basic problem of video games: players can shoot well and move adequately; little else can be done well through a game pad or keyboard.)

      The lightsaber play in Jedi Academy left me feeling like I really had years of jedi training. In combat the sabers would clash in the right spots, the swings would go the right way and turn on a dime if I wanted them to, the body movements were believable . . . it was an awesome simulation of a totally ludicrous method of swordplay. The top of the blade left glowing furrows in the walls and floors if a swing happened to go there. And there were three distinct styles of fighting, to boot!

      Of course, it involved that trickiest of interfaces, the mouse. I don't know how the game would have played on a game pad. Maybe okay with an analog stick.

      It's a balance of fantasy and believability. Consistent -- read: "realistic" -- physics is old hat. What makes or breaks an engine is having a game interface that makes that physics available to the player.

    3. Re:Too realistic means unplayable by SanityInAnarchy · · Score: 1

      You don't really want realistic physics in your combat games. You don't have enough control to use it.

      Not yet we don't, but that doesn't mean it's impossible.

      At any rate, this is mostly about physics candy being way, way too far behind eye candy.

      --
      Don't thank God, thank a doctor!
    4. Re:Too realistic means unplayable by Anonymous Coward · · Score: 0

      Jedi Academy style swordplay + Nintendo Revolution. Please dear god....

  22. Hey, hey, wait a minute! by Jugalator · · Score: 1

    If one see Oblivion's current hardware requirements, one should understand why things are like they are.

    Sure, new solutions are appearing to more accurately reflect "accurate" physics, but the developers still have to cater for the large masses, not design for today's cutting edge graphics cards only. This game is bad enough as it is already. I have no doubt that if Betheshda could've made assumptions that most of the gamer community would have graphics cards supporting the real-time near physics acceleration, they could've designed for those.

    Remember that Oblivion isn't supposed to be a tech preview, but a playable game that's supposed to be fun for a lot of people.

    This complaint is maybe better left until 2010 or so, as I have no doubt we'll get much closer to this performane in the average PC in a quite short time.

    --
    Beware: In C++, your friends can see your privates!
  23. Re:Physics Realism? Pfft. There're bigger problems by spectecjr · · Score: 3, Funny

    You can steal a horse in one town and ride it to the furthest town away that you can get to, and everyone will know that it's not your horse.

    Of course they know. They check the license plate and the bumper sticker - it's pretty obvious.

    --
    Coming soon - pyrogyra
  24. Re:Physics Realism? Pfft. There're bigger problems by drsquare · · Score: 2, Insightful

    Is it a good game if you have to hunt down and install countless mods, all with unknown side-effects, just to make the game enjoyable?

    If you can't find a mod for it, mod it yourself and let everyone else enjoy it!

    What if I want to play a game, rather than write and exchange mods?

  25. Re:Who knows by Seta · · Score: 1

    You sound strangely like a Microsoft marketing employee trying to sell me Windows Vista actually.

  26. Yes you do. by ichigo+2.0 · · Score: 1

    Oblivion uses the Havok engine which doesn't have support for hardware acceleration yet. Havok FX will support GPU-assisted physics acceleration, but that costs extra $$$ in licensing fees, so the chances of Bethesda adding that support in a patch are nil. The only engine that supports Ageia's PPU is their own PhysX API; I haven't used Havok's engine so I don't know how different they are, but Ageia's is pretty easy to use (and more importantly, costs nothing), so putting that in a future Oblivion expansion is in the realm of possibility, especially if they plan on having PPU support in Fallout 3 (it will use the same engine, so porting changes should be easier). So yes, you do sound a bit cynical.

    1. Re:Yes you do. by Fool_Errant · · Score: 1

      The next-gen Unreal engine is already being built with the capacity to use the PhysX PPU chips, so if it has already been finalized, then there are at least 2 physics engines that have the capacity to off-load physics calculations to the Ageia PPU chip.

  27. Re:Physics Realism? Pfft. There're bigger problems by Anonymous Coward · · Score: 0
    What if I want to play a game, rather than write and exchange mods?


    That's not the OSS way! All must write code! This is is /.! Heretic!

  28. Easy, actually. by ichigo+2.0 · · Score: 5, Funny

    1. Pour gasoline on hands.
    2. Ignite said hands.
    3. ????
    4. Profit!

    1. Re:Easy, actually. by hyfe · · Score: 2, Funny
      Nobody disputes that's it easy to set your hands on fire.

      The tricky part is getting the fire off your hands and somewhere else. :)

      --
      "" How about taking the safety labels off everything, and let the stupidity-problem solve itself? """
    2. Re:Easy, actually. by sxeraverx · · Score: 1

      What you need to do, to set your hands on fire, is to first immerse them in water. Then, put 'em in gasoline and light those babies. For those of you who haven't run off to try it yet, make sure you've Nair'ed the hair off your hands first, because when they burn through the water layer, it's gonna hurt. If you do have a good water layer between your hands and the gas, you'll be fine, it'll absorb most of the heat, and the gas'll burn fast anyways.

    3. Re:Easy, actually. by LarsWestergren · · Score: 1

      1. Pour gasoline on hands.
      2. Ignite said hands.
      3. ????
      4. Profit!


      My guess is that step three involves a lot of screaming and flailing around.

      --

      Being bitter is drinking poison and hoping someone else will die

    4. Re:Easy, actually. by Koiu+Lpoi · · Score: 1

      "And then I remembered that it's lighter fluid that burns but doesn't burn up. Alcohol just burns."
      -Me and You and Everyone We Know

  29. Obviously... by ichigo+2.0 · · Score: 1

    Obviously there's an underground oil well which will burn for the next 500 years. Expect much sidequesty goodness in TES 7.

  30. Sorry. by Anonymous Coward · · Score: 0

    That's subject to a patent.

  31. Re:Physics Realism? Pfft. There're bigger problems by MoriaOrc · · Score: 1

    I'd just like to point out that they did take a big step that may have been enough (on its own) to make stealing hard enough that you wouldn't end up with the kind of situation that you had in Morrowind. They made it so that if you wander out of the "show room" area of a store, or into any area you aren't supposed to be (some of the guard barracks, pretty much any private home during the night, restricted parts of a castle, ect) and the AI sees you then there is nothing you can do short of leaving the area (or killing you .. but I thought the point here was to not get caught doing something illegal) to get them to stop following you. My character has a sneak of 100 and speed/agi to match and I've tried running into a seperate room and closing the door while in sneak mode, they still know where you are. You can try it by going up the stairs in one of the shops in the Imperial City and standing next to the door to the store owners private room. The owner will walk over and look at you, then follow you around the store until you leave.

  32. Yes by SmallFurryCreature · · Score: 3, Insightful
    But then your talking to a Grand Prix Legends player here. So perhaps I am not entirely normal.

    GPL for those who don't know is a very though historic formule 1 game that focusses on realism. It was so realistic that it took fans a lot of time to realise that all the setups of the cars had been done wrong. Modern F1 games are made to ride as low to the ground because of airodynamics BUT the F1 cars in the era simulated do not even have wings.

    So while all the players tried to get the cars as low as possible they were in fact making the cars impossible to handle. The cars instead needed lots of clearance in able to fully use their shocks to get around corners.

    GPL is harder then most driving games as you need to special controls of being able to break and accelerate at the same time. So the usual joystick setup of only one axis for both just isn't good enough.

    GPL is also a game in wich you shouldn't mind loosing. You probably just won't be good enough to beat the AI drivers. Then again the thrill of coming 10th in that game is infinitly greater then coming first in lesser race sims.

    So I would like to play a game with more realistic combat, not to realistic offcourse (just as I can pause GPL for a bathroom break and don't actually have to fit enough to handle a high performance car) but giving me a real challenge in actually having to do some fighting and not just push a button.

    I liked Oni. While not realistic you could at least use all your different moves to great effect. Far better then the regular hit or block. Still love that move where you ran to the side of badguy then swung around his neck kicking his companions in the face before snapping his neck.

    But why can't we have both? GPL has lots of helper functions wich if all turned on make the game a lot easier. No fun, but a lot easier.

    In fact all the really though sims do this.

    Morrowind in fact had three different attack moves. Probably considered to complex for console players but there is no reason it couldn't have been an option in Oblivion.

    So yes, I would buy such a game and I think I am not alone. True for every Operation FlashPoint fan there are plenty of gamers who could not handle the fact that bullets arc BUT that can be a selling point as well.

    To me Oblivion is a nice game, just as soon as I got the instant kill mod because the current fighting get to bloody boring. Especially those damn gates. Endless non roleplaying level with boring enemies dropped around the place. Yawn.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Yes by spyrochaete · · Score: 1

      Thank you for lauding the intended use of this technology instead of poo-poohing it like everyone else here. Racing, flight sims, sports games, fighting games, and a zillion new kinds of games could be made to take advantage of a PPU. And nobody says realistic physics have to mean reduced gameplay or fun. Not every physics-based game has to be as hard as GPL.

    2. Re:Yes by Sylver+Dragon · · Score: 1

      As a fan of the Janes line of flight sims, I would agree that this has its place. Whenever I play, I usually turn all of the realism features on (sunflare, black/red-out, aerodynamics, etc.). I know that there is still a departure between what I am doing and what it must actually be like to fly an F/A-18; still, the closer the better.
      That said, I still think a good physics engine would enhance any game. It's not necessarily about realism as it is a consistent experience. When I do something in a game world, I should be able to expect the world to react in a set way. e.g. If I push a chair, it should move based on mass and friction. Obviously, this will change based up on the world and other factors. If I push said chair on ice, it should go further than if was on a wood floor. It doesn't need to be a perfect representation of reality though. By changing the constants in physics equations, or just throwing scalars on them, you can make a world do some funny things. You can even affect magic and Hollywood type stuff.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    3. Re:Yes by xerxesdaphat · · Score: 1

      GPL!!! Oh I loved GPL... best game ever! I was a GPL fanboi before I had even heard the term. This is the kind of game we need more of; a realistic simulation but something still playable as a game. Something in a similar vein would be the Forgotten Hope mod for Battlefield 1942 (and soon BF2).

      But yeah. GPL. Man I'd forgotten about that... I wasted years of highschool playing that game, but it was so good I don't care.

      Btw: you can't pause if you're in `Realistic' damage mode ^_^...

      --
      The Shoes of the Fisherman's Wife Are Some Jive Ass Slippers
    4. Re:Yes by LarsWestergren · · Score: 1

      Morrowind in fact had three different attack moves. Probably considered to complex for console players but there is no reason it couldn't have been an option in Oblivion.

      I played Morrowind, and as I recalled it there was only one attack move, and if you hit or miss was all down to your stats. Blocking was automatic.

      In Oblivion as contrast, the attacks do different things depending on which movement key you combine it with. There is a much greater sense of effective distance between weapons such as great axes and daggers. You can time your blocks and attacks to stagger opponents, and once you start to raise your skills you can do stuff like jump dodges and power attacks that can knock down opponents or knock the weapons out of their hands.

      So I would like to play a game with more realistic combat, not to realistic offcourse (just as I can pause GPL for a bathroom break and don't actually have to fit enough to handle a high performance car) but giving me a real challenge in actually having to do some fighting and not just push a button.

      What I would like to see is a game where you are suspended in a cyclotron with a full body suit and complete VR immersion. Want to run somewhere? Move your legs. Want your avatar to kick and punch, or maybe dance? You have to do it yourself. Resistance in the suit could be increased both to increase immersion and give you exercise. A fit and agile person would get an advantage in games with this UI. The advantage is that geeks might get real fit (ala Dance Dance Revolution). Drawback is that many of us play as escapism, and with this we would risk getting beaten in games by jocks. :-)

      --

      Being bitter is drinking poison and hoping someone else will die

  33. Re:Physics Realism? Pfft. There're bigger problems by Osty · · Score: 5, Informative

    Part of what made Morrowind so fun was the ability to steal without getting caught in a realistic way.

    If you're getting caught stealing in Oblivion, you're doing something wrong. Use sneak mode and make sure nobody sees you taking stuff. If nobody sees it happen, you get no bounty. If you have no bounty, guards won't try to arrest you. Sure, you still can't sell stuff to normal shops, but it's easy to join the Thieves' Guild to get access to fences (you have to advance in the guild to get access to better fences).

    In all, I like Oblivion's theft implementation a little bit better. Sure, I have to seek out a fence to sell my stuff, but at least I know exactly what stuff is stolen and I don't have to keep track of who I stole it from. In Morrowind, the same "Stolen Property" flag was there, but hidden. If you didn't keep good track of what you stole and kept, you could find yourself weaponless or armorless if you ever got caught by a guard (because they took all of your stolen merchandise, just like in Oblivion). More importantly, if you stole an item from a shopkeeper, you could never sell that type of item to them again (whether it was the same item you stole from them or not). Even worse than that, some NPCs would even refuse you service if you ever stole from them (most notably enchanters, where they would refuse to enchant items for you if you stole from them -- whether you were caught or not).

    Is it realistic that guards know exactly what you've stolen at all times, even if it was something you stole many game-months before? No. Does it hurt gameplay? Not really. Not nearly as much as it did in Morrowind.

  34. Re:Physics Realism? Pfft. There're bigger problems by Kjella · · Score: 1

    I agree thief is really quite hopeless. Then again, the other way I've seen it done (just go into every room where there's noone and loot) isn't very realistic either. I mean people will start to notice things missing, investigations, who has been in that room or seen people go into it, you'll have rumors flying around in the town about plundering etc. Like the merchant quest if you've done that, people will start to ask questions about where things come from. If you killed a guard, the guard would probably be strengthened. Maybe the guards have some sort of shout range, alarm horn or wharever. I can't really say that I care much personally since I'm out killing necros and closing oblivion gates, but each to his own. What I'm saying is that a proper social response is not "business as usual", and there's a damn lot of other game features that are important too. Quite frankly there's other things I'd like to see rather that trying to implement the intricacies of real social realism, particularly since I suspect people would quite quickly learn to work around them.

    --
    Live today, because you never know what tomorrow brings
  35. Re:Physics Realism? Pfft. There're bigger problems by Qzukk · · Score: 1

    The stolen flag seems to be a cheap way out of a hard problem. A better way would have been a proper scale of value. Ever had a garage sale? If you completely cleaned out Joe Peasant's house, you shouldn't be getting more than a pittance. Maybe you'd get more by cleaning out some sultan's castle, but then you've got the guards, magical traps, locks, etc. that all that fortune brings.

    As for the "stolen" flag itself, a merchant should be able to recognize his own goods, and then figure out the rest. How many house's worth of stuff do you think you could pawn at a single shop in the real world before the clerk gets suspicious? So, at some point, the merchant should get suspicious of you, and that merchant should react accordingly (and not by using psychic powers to alert all his merchant guild buddies). As for a related criminal flag, if you're not seen, it didn't happen (heck, if you stole a fork, it wouldn't even be missed). Unless what you took was pretty darn valuable, which in the game world would probably be worth hiring a diviner to look into the issue.

    --
    If I have been able to see further than others, it is because I bought a pair of binoculars.
  36. If you want a real physics model by cafn8ed · · Score: 4, Insightful

    If you want a real physics model, go outside, pick up a rock, and throw it. For bonus points, you can throw it at your own window. You'll get a physics model, a destructible environment, and full stereo sound, all at once. Soon to be followed by an all-to-realistic economics model based on a goods and services, skilled labor market.

    Meanwhile, um, Oblivion is a magical fantasy-based role playing game. I can't speak for anyone else, but I play games like that because they're NOT perfect models of reality. When I want reality, I turn off the computer and take a walk with my dog.

    --
    Coffee is my drug of choice.
    1. Re:If you want a real physics model by Xofer+D · · Score: 1

      You're a nethack player, aren't you?

      --
      The Signal/Noise ratio can be improved in two ways. Remaining silent is the OTHER way.
    2. Re:If you want a real physics model by JFMulder · · Score: 1

      Let's pretend I can find a tower full of bad people in real-life. Let's also pretend for argument sake that I know hwow to actually cast a spell that sends a meteor on the tower in real life. How the hell do I not get arrested for murder, even though the punks clearly deserved it?

      I'll stick to more realistic games.

  37. Casual - Causal? by Anonymous Coward · · Score: 1, Informative

    I see everyone talking about casual physics but isn't this supposed to be causal? Because, frankly, physics that are more comic would also seem more casual rather than formal to me.

    1. Re:Casual - Causal? by Paolomania · · Score: 1

      mod this up, please. "casual physics" makes no sense.

    2. Re:Casual - Causal? by Mycroft_VIII · · Score: 1

      Think cause and effect, not sandles and shorts.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  38. How would it be different? by f1f2f3 · · Score: 1
    How would Oblivion be different if there were more than just Rag-Doll physics, if bad guys reacted to the swing of your sword, or if mist realistically moved around you as you walked.
    It would run at 1 FPS, everyone would be toast 5 seconds into the first fight, and it would sell 2 copies instead of 2 million.
  39. Re:Physics Realism? Pfft. There're bigger problems by spyrochaete · · Score: 1

    Or you can buy the house in Skingrad, enter the house, walk out onto the balcony, walk back in through the balcony door, run to the other side of the world, and get arrested for breaking in.

  40. Perhaps you misunderstand escapism. by Inoshiro · · Score: 1

    "No, you play Oblivion because you want to adventure in a cool fantasy world! The more realistic the fantasy world, the more clever and interesting your adventures would be."

    Maybe this is true of you, but in my fantasy worlds, magic is cool, mushrooms make you bigger, and flowers give you the ability to shoot fire. Making these worlds more realistic might help a particular genre, but it'd be of limited benefit to the games I play where things like magic, jumping over buildings, etc, apply.

    I think the immersion I'm thinking about is different from the immersion you're thinking about. I think the folks who wrote Oblivion would better spend their time by making it so that having more than 2 human characters on screen doesn't grind an Athlon64 with a gig of RAM and a Geforce 6800 to 7-9 fps, or make the NPCs walk into each other before moving to go around. That would help my immersion a lot more than watching me fall off a cliff.

    World of Warcraft has unrealistic physics on par with Oblivion. It hasn't seemed to hurt its popularity :)

    --
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    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Perhaps you misunderstand escapism. by Gulthek · · Score: 1
      For the sake of all that is intelligent and reasonable! Realism != Mundanity

      Realism is not mundanity
      Realism is not mundanity

      Sorry to repeat myself but it will help you remember.

      Maybe this is true of you, but in my fantasy worlds, magic is cool, mushrooms make you bigger, and flowers give you the ability to shoot fire. Making these worlds more realistic might help a particular genre, but it'd be of limited benefit to the games I play where things like magic, jumping over buildings, etc, apply.


      And isn't it great when the game reacts appropriately to those actions? I'm not saying that the games should be carbon copies of the real world, but that their ability to create belivable fantasy worlds should be strengthened!

      I am NOT arguing that Oblivion should have realistic physics coded in. No one would be able to run it! But I am arguing AGAINST the position that it (and games like it) shouldn't ever have realistic physics!

      I guess developers shouldn't have ever adopted cool 3d graphics and more than 8 bit sound either? Huh? Because we all ran 386s for gaming at one point. Why ever develop for anything more!?

      Gaah! GAAAAH! Brain broken.
    2. Re:Perhaps you misunderstand escapism. by raodin · · Score: 1

      World of Warcraft has unrealistic physics on par with Oblivion. It hasn't seemed to hurt its popularity :)

      If by "unrealistic" you mean "non-existant," then yeah, WoW has unrealistic physics.

  41. Return on Investment by Doomstalk · · Score: 1

    Aside from making the game prettier, how much would physics actually help the game? All those calculations are expensive (be it in CPU power, or in actual dollers in the case of a dedicated physics unit) for the fact that they don't do much for the game itself. Sure it'd help with the sense of immersion, but we just had a story ealier today about how much better HL was than HL2 despite its lack of gee whiz physics or the latest in graphics technology. You have to think in terms of how much bang you get for your buck.

    If you want a clear cut example of technology over substance, take a look at Deus Ex versus its sequel. I loved Deus Ex, but I'll be the first to admit that it's one hell of an ugly game. But that's made up for in spades by huge environments, innovative gameplay, and fantastic level design. By comparison, Deus Ex 2 was a veritable tour de force of technology- realtime shadows and physics made the game quite nice to look at (provided you had the horsepower to run it at higher than 800x600). The game, though, was a pale shadow of its predecessor- the levels were tiny, the gameplay had been oversimplified, and the level design was nowhere near as good. The basiscs made the first game great, not the extras.

    Oblivion is by all accounts (I haven't played it myself) a great game. I've seen it played, and it doesn't look like physics would actually change the gameplay all that much, just add extra eye candy. Would all kinds of real time physics make the game better? Maybe. Would the difference be enough to account for the extra cost in both hardware and development time? Probably not.

  42. FSM would say "Don't be afraid of evolution" by spyrochaete · · Score: 0

    There are 2 issues being argued here and the line is being blurred. A PPU will spawn new kinds of physics based games, yes, but it will also assist "ordinary" games in looking more realistic. Gameplay is an important aspect of games, but so is suspension of disbelief.

    All you naysayers would have sung the same song in the pre-3DFX days, trust me. How many modern console games would be fundamentally different without 3D acceleration? Does Viewtiful Joe's camera ever rotate? Wouldn't Tekken be just as playable with simulated 3D dodging? Does a hockey game that scrolls up and down need 3D modelled characters? In general, don't hand-drawn 2D sprites look way more detailed than hardware-accelerated meshes? And yet we all own 3D cards to crunch the hell out of polys.

    If and when this technology takes off, whether it's onboard or in a GPU or in a standoff PCI card, you'll love this technology when you finally adopt it. It will even make His noodly appendage more noodly!!

  43. I love it when... by PopeJM · · Score: 1

    ...you sit down at tables and everything flies off of them.

  44. In other news... by Mike+Buddha · · Score: 1

    In other news: If a frog had wings it wouldn't bump it wouldn't bump its ass when it hopped. Film at 11.

    Yeah there are a million things that could make any given game better. The physics of Oblivion hasn't made the game unplayable, or even unpleasant for me.

    More potshots from the peanut gallery.

    --
    by Mike Buddha -- Someday the mountain might get him, but the law never will.
    1. Re:In other news... by Anonymous Coward · · Score: 0

      Exactly. Where are my mod points when I need them?

  45. Re:Physics Realism? Pfft. There're bigger problems by Anonymous Coward · · Score: 0

    " I mean...if I'm in a house with a close door...and I loot EVERYTHING there, even if its a generic item, how in the HELL is some shop keeper going to know it was stolen?"

    See, just one more reason why RFID tags are evil

  46. Ah, you seem to think I'm attacking you. by Inoshiro · · Score: 1

    I assure you, I'm not. Believable fantasy worlds are not helped by the physics engine of Half-life 2, at least not in my mind, because part of the acceptance of magic is the realization that the gravitational constant may be different in that world, or that alchemy is alive and well, etc.

    I'm just saying that there are a lot of other good things they could take the time to write for the game that would help a lot more, such as that AI I talked about. I've watched guards walking into walls for 20 minutes at a time in Oblivion. I've also seen mounted guards walk their horses straight into each other, then rotated on the spot, and moved around each other in perfect symmetry. That affects my suspension of belief a lot more than the fact that I can walk on cliffs in tricky ways.

    Freak out about 386s just shows you're not reading my posts.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  47. Re:Physics Realism? Pfft. There're bigger problems by Anonymous Coward · · Score: 0

    In a game where magic is common, we can just assume that there is an inexpensive spell cast on all shopkeepers that tells them if something is stolen or not. Same with guards.

    It is foolish for us to insist that Oblivion be a real-world thievery simulation when it has much more blatant differences from the real-world (existence of magic, existence of monster races).

    Having said that, I admit that I would prefer for the thievery to be more like real life. I am just not going to get angry and blame a fantasy video game for being 'unrealistic'.

  48. When to say it's good enough by Anonymous Coward · · Score: 0

    The article's author I believe is describing systems beyond the capability of even the physics cards. Take his description of the falling snow. From his description, the current system is basically an visual overlay rendered snowflakes. What he wants is for each snowflakes movement to be calculated using the physics accelerator. To do this we need to store each flakes x,y,z location and a vector. At 1 flake per cubic foot, a 100ftx100ftx100ft area would have 1,000,000 flakes. That also assumes we don't store any info on flakes that have hit the ground. Since we no longer have a predictable snow pattern that can be a texture or a simple particle effect, every frame we have send the video card unique locations for a 1,000,000 diferent particles. Depending on the system, we are already sub 60 FPS video. It might be argued that you could just model the flakes around the players and npcs, to reduce load. In other words make concessions until you get acceptable performance. Which is the likely process used by the designers to come up with the current simplified model.

  49. Realism in real life by Anonymous Coward · · Score: 0

    Who is this guy? What does he know about physics? I thought I was updated on the news of in-game physics but I must have missed the boat on learning about "targeted" and "casual" physics.
    It seems like this guy has completely made these terms up!
    I think that the Ageia PHYSX chip is going to rock balls but this article seems almost like a bad advertisement:
    "...with a PPU, there's no reason that snowfall couldn't realistically build up on the ground, allowing you to leave footprints...", "...Agia currently sells a physics accelerator called PhysX. Their website lists games that currently have .... physics acceleration support (including ..."
    How much is Ageia paying this guy? Because I'll do a way better job, and make up way cooler terms, like:
    Goldbergian physics - Every in-game physics interaction has a wacky chain reaction to follow.

  50. Re:Physics Realism? Pfft. There're bigger problems by Anonymous Coward · · Score: 0

    The game's thievery is fine, apart from the lack of good loot. (Silverware and such are underpriced, but it's a quick fix in the construction set, or with any of a handful mods around.)

      I never understood all the moaning about 'OMG teh guards psycichally know what u stoled and they take it aways!' -- there's a spell in the game called "Command person" for cryin' out loud! They catch you for stealing, all they have to do is read one of those and say "Alright, which of these things did you steal, and who did you take it from?" (I imagine there would be limits on what they can ask, and probably some sort of advocate for the accused present, so as to prevent "I command you to sign this confession, you scaly Argonian bastard!" which would be a big problem in Southern Cyrodiil.)
      Oh, and the guards aren't psychic. When someone spots you committing a crime, the game models a shout (that carries farther than the regular dialogue can be heard) and any guards within the radius of the sound, even if they're on patrol outside, will respond. Before you break in and steal anything, make sure there are no guards AROUND the building. It helps if it an isolated spot, on a corner with no streets outside the wall.

      Tip: To lose a pursuit, get out of eyesight and begin sneaking. You need a decent sneak skill, and it helps to go completely still and get a bit of chameleon going. When the music changes after a few seconds, you've lost them. At higher levels of sneak this ability becomes ridiculously overpowered, but non-stealth classes may want to know this if you are being chased through the wilderness by a train of nasties.
      There are mods to increase ability to do this ("Attack and Hide" comes to mind) but they're insanely overpowering on stealth chars.

  51. Re:Physics Realism? Pfft. There're bigger problems by Cheapy · · Score: 1

    They had to make theivery 'bad' somehow, make it special. That's why they did all that stuff.

    Is it realistic? Not at all. But something was needed, and that's what they put in.

    --
    Would you kindly mod me +1 insightful?
  52. Re:Physics Realism? Pfft. There're bigger problems by DrXym · · Score: 1

    One could argue that a horse is branded and therefore easily identifiable. Possibly the same could be argued for any item which you make visible by wearing or wielding it. Arguably, merchants should also purchase certain unidentifiable items. What annoys me is that if you steal something with no one around, your next interaction with a guard sees you arrested even though no one witnessed the arrest. Even interacting with on a door can see you arrested if it turned out to be locked when a guard was passing.

  53. Asshole physics engine by DrXym · · Score: 2, Interesting

    According to Something Awful, it's asshole physics engine is also lacking. i.e. you can be a total asshole in the game and no one cares.

  54. Re:Physics Realism? Pfft. There're bigger problems by blincoln · · Score: 1

    I think, however, that they thought this was _too_ easy and too tempting for ordinary classes.

    I am really liking Oblivion, but the things I miss from Morrowind are all along those lines - the Mark/Recall and Levitation spells especially. I also was annoyed that there is apparently no Mudcrab or Scamp merchants who have a lot of gold available, so I got a mod to add one because otherwise there was no one to buy higher-level items for what they're really worth.

    I'm not sure why Bethesda was so concerned about minor "exploits" in a single-player game like this. It's not like you're ruining the fun for other people by using them, and being able to use Mark/Recall/Intervention to rapidly loot dungeons really appealed to my collect-everything instinct.

    As far as physics are concerned, I think they're mostly fine. I could do with a bit less slip-and-slide action making me chase corpses down hills, and I don't like accidentally kicking things all over the floor in my house-of-hoarding, but those are minor nits to pick.

    --
    "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  55. attack variety and more whining about the physics by raygundan · · Score: 1

    Oblivion has several attack moves, depending on your level of skill with a particular weapon.

    Doesn't mean the physics don't bug me-- we had far better object behavior two years ago in HL2 on much slower hardware, but in Oblivion you have to watch your step or you might accidentally kick a 40-lb. warhammer 30 ft. away and off the edge of a cliff while you're trying to pick it up.

    That's my only gripe. It *has* a rudimentary physics engine, but it treats everything like it weighs the same. Wads of paper can send suits of armor flying. An inadvertant step can fling the heaviest of objects well out of your reach.

    It's a great game, but the physics needs a touchup. The worst wonkiness seems like it ought to be easily fixable.

  56. Obviously Players aren't concerned with physics by aliens · · Score: 1

    Check out the most downloaded mod for Oblivion

    DISCLAIMER - I haven't played the game, perhaps teh boobies are that impressive.
    --
    -- taking over the world, we are.
    1. Re:Obviously Players aren't concerned with physics by vodkamattvt · · Score: 1
      The last comment someone had about having to kill an NPC to see her topless was what did it for me. HAHA.

      Forget having sex with a pixilated hooker in GTA. In Oblivion you get to kill random women to see them naked.

      I can't wait for Hillary and the anti-game kill squad to get wind of this. Oh the humanity. ROFL!

  57. altered physics by chanceH · · Score: 1

    I've wondered if a cool mythical/medieval kind of game could be based on making the speed of light much much lower than it really is (except for the actual light beams).

    Make it so that it just takes an incredible amount of energy to accelerate anything past say 100mph. So make the speed of light say 200mph for Lorentz transformation purposes, but other than that make the physics semi-realistic. Would that make swords axes and arrows the state of the art as far as combat technology goes?

    1. Re:altered physics by meringuoid · · Score: 1
      Make it so that it just takes an incredible amount of energy to accelerate anything past say 100mph. So make the speed of light say 200mph for Lorentz transformation purposes, but other than that make the physics semi-realistic. Would that make swords axes and arrows the state of the art as far as combat technology goes?

      Not really. A relativistic bullet from a gunman in Slow Light World won't hit you that much sooner than an arrow from an archer, but will carry a whole hell of a lot more kinetic energy and so will deal more damage. It's the kinetic energy that's the advantage of real-world bullets too, more than the travel time; I don't recall hearing that mediaeval archers were troubled by people dodging arrows.

      200mph light might be more interesting for a steampunk setting, rather than mediaeval fantasy. Suppose you live in such a world and you build the Mallard...

      --
      Real Daleks don't climb stairs - they level the building.
  58. Is it jsut me.... by Anonymous Coward · · Score: 0

    or does anyone else suspect the actual term the poster should have used was "causal" and not "casual"?

  59. Causal? by bjackz0r · · Score: 1

    Casual sex or casual Friday not casual physics.

  60. Gameplay by olego · · Score: 1

    I have to express my opinion.

    Gameplay and realism are two different concepts. The whole point of playing games is to get away from reality: whenever I get tired of dealing with real-life stuff, I turn on my favourite game and relax. If that game happens to have the same limitations that I am trying to avoid, then I will pick up a different game instead.

    That's why I love Oni. It's simple; it requires minimal number of commands, and it's ridiculously fun.

    That's why I love FarCry. It's unrealistic in that the first bullet of almost every gun is insanely accurate, but it makes the game that much more fun.

    But realism? I stopped playing Soldier of Fortune as quickly as I started, because I didn't want to see each person die 20 different ways. I get annoyed with Half Life 2 every time I get hurt when I jump off a 6-foot ledge and lose health, because it substracts fun from the game, instead of adding to it.

    When you think of a game, only its most memorable moments come to mind; the bland details are forgotten. Consider Half Life 2. What is more memorable: Ravenholm, or the trajectory of the crossbow as it curves down over time? The latter - an accomplishment of physics - is but a trivial detail, whereas the former leaves you with vivid images that you'll remember for quite a long time.

    Now, Oblivion: for reasons described above, physics should be the last of its worries. It's definitely a great game for its time, but to be honest, it's not that much different from Morrowind: both have immense worlds; both have really neat graphics (for its time); both have absurd little annoying quests that you want to finish for the sake of completeness, but that tire you out over time? Even the fact that NPCs are talking doesn't really do much, because I get bored of the same voice actors, and read the subtitles to speed up the gameplay. No - what I'll remember are the Oblivion gates, the animation of casting magic, and the "feel" of each city.

    Physics? I've seen plenty of ads for a PCI physics card; I don't need yet another article telling me that.

    1. Re:Gameplay by Anonymous Coward · · Score: 0

      That's why I love FarCry. It's unrealistic in that the first bullet of almost every gun is insanely accurate, but it makes the game that much more fun.

      take a trip to the shooting range buddy.
      the crappy guns in video games are so ubiquitous that when a game models them realistically for once people think it's unrealistic. *cries*

  61. The CPU Grind of NPCs by SeanDuggan · · Score: 1
    I think the folks who wrote Oblivion would better spend their time by making it so that having more than 2 human characters on screen doesn't grind an Athlon64 with a gig of RAM and a Geforce 6800 to 7-9 fps, or make the NPCs walk into each other before moving to go around
    Och... I wish a lot of games would do that. Anyone remember seeing hordes of demons coming after them in Doom? And remember how Unreal had about two enemies per level? Doom used lowtech graphics and dumb intelligence, so they could have hordes. Unreal had beautful graphics and AI good enough to have the enemies strafing as they approached you (hey, it was high stuff back then) to avoid your fire. But that sophistication had a cost, the fact that the two highly-skilled opponents were the only creatures on the level. Unfortunately, games seem to have decided that the second method is the better one. The only FPS I can think of offhand that spurned that was the Serious Sam series. Both methods can work if not taken to extremes, but sometimes I really miss those clusterhordes...

    My only real beef with the physics in Oblivion is how often running into a desk will send the items on its surface flying around the room as if an explosion had occurred. *wry grin* That and the tendency for odd physics chain reactions by picking up an item off the table... I probably have such a low CPU count that it's convinced the objects are sharing space and therefore it explodes in the fine manner of anyone who teleports into a solid object.

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    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  62. Article based on flawed assumptions by Anonymous Coward · · Score: 0

    "This is done for a simply reason: the amount of processing power required to calculate the physics of each individual snowflake is too great for a system without a dedicated PPU (Physics Processing Unit) to handle. All the system's processing power would be claimed by physics calculations instead of texture rendering, A.I., and game functions."

    The author is jumping to conclusions that are incorrect. The reason isn't that the system is incapable of calculating the physics, but the graphics card bandwidth is incapable of handling a huge particle system update without negatively impacting frame rate. Oblivion already is graphically demanding, the developers chose to model snow in a simple way to avoid killing frame rate in snowy areas.

  63. Game mechanics by Anonymous Coward · · Score: 0

    SFXGFXPHYSICSGame MechanicsGameplay

  64. Re:Physics Realism? Pfft. There're bigger problems by dhasenan · · Score: 1

    So, you can do a skill check between the perception of those present and the theft success value (basically skill of the thief versus value of the item stolen). A successful check would mean that the thief gets away with the item on the spot.

    Then you check the value of the stolen item versus the average value of the items in the owner's domain, and check that against the owner's carefulness rating. This determines whether the owner knows it's been stolen. To determine whether the thief's identified, you could check whether anyone had seen him recently and how many people were in the area to get a probability.

    This means a little bit of math done every time you steal something and a few more integers to assign/remember for each NPC. It's an amortized cost of O(1). Why not do it?

    Well, this is just one small thing. You have to add editor options or automatic tools for assigning domains to NPCs, establishing ownership, determining carefulness of an NPC, and so forth. If you want other interactions to be realistic, that's even more, with finite developers and resources.

    At any rate, I would likely prefer it with a reasonably balanced but not terribly sophisticated system. It's almost as rewarding and also quite funny, for instance when someone ignores you as you cut their tapestries off the wall.

  65. Re:Physics Realism? Pfft. There're bigger problems by SeanDuggan · · Score: 1

    The stolen flag seems to be a cheap way out of a hard problem. A better way would have been a proper scale of value. Ever had a garage sale? If you completely cleaned out Joe Peasant's house, you shouldn't be getting more than a pittance. Maybe you'd get more by cleaning out some sultan's castle, but then you've got the guards, magical traps, locks, etc. that all that fortune brings.
    They kind of do that, moreso in Oblivion. Low-quality items that are mass-produced tend to be low value compared to their weight. In Oblivion, it was so low that they sold as 0. Morrowind, they tried, but they were foiled by that their weight system didn't allow weights below 0.01 and the lowest gold value was 1. So, unless the forks and parchment weighed a tenth of a pound, You could still steal large amounts and sell it.

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  66. Converging on realism by EnsilZah · · Score: 1

    But the thing is, i think most people DO want something that's closer to reality.
    They want a fantasy that's as real as possible only without hassles like having to deal with the consequences of your actions for the rest of your life or needing to earn money for a living.

    I think that's partly responsible for the way the game industry looks nowadays.
    When back in the day you had the platformers and the adventure-quests and the RPGs all on their own, now i see alot of convergence.
    Everything is going 3D, RTS games have RPG-type leveling, PRG games have first person perspective.

    Oblivion itself is much more realistic than some top-down RPG where you and some monster stand facing each other and take turns at rolling attacks.

    So that's where i think you're wrong, people want a fantasy, but they want one that feels as real as possible.

  67. er, correction... by SanityInAnarchy · · Score: 1

    make the ice so insanely COLD that if we...

    anyway, you got the point, I hope

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  68. Re:Physics Realism? Pfft. There're bigger problems by edwdig · · Score: 1

    Is it a good game if you have to hunt down and install countless mods, all with unknown side-effects, just to make the game enjoyable?

    Hey, look at the average FireFox advocate. "FireFox is the best, just install these 5 extensions to get the functionality that Mozilla and/or Opera include with the base install."

    If it works right out of the box, it doesn't qualify for the Slashdot Seal of Approval.

  69. Article a Plant? by Anonymous Coward · · Score: 0

    This article reads like a plant from Ageia to position their PPU card.

  70. So? by Paolone · · Score: 1

    Neither, for example, Carmageddon or Bubble Bobble have realistic physics. So? That doesn't make them less funny. Nowadays realistic physics are taken for granted as realistic graphic is... what makes me sorry is that nobody cares about gameplay.

  71. Talk about bought column inches :( by Mac+Degger · · Score: 1

    Well, there goes GamesFirst on my list of unreliable publications.

    This really is not about Oblivion; it's about a PCI physics card maker having paid a company to write them add-copy. It's so transparent that it makes me feel contempt for the whole bunch of people behind it.

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