Comparing PC Game Physics
John Callaham writes "On Wednesday we posted up comments from Havok about rival AGEIA's use of their physics processor in the PC version of Ghost Recon Advanced Warfighter. Today we have an expanded article with point-to-point comments from AGEIA that address Havok's statements." From the article: "How much interaction do you want in your PC games? It used to be that graphics were the number one factor in picking up a new game but now players are asking more and more about interactions in the environment. One company that has provided such interaction is Havok. They have developed a physics engine that has been used in a ton of games, including most famously in Valve's first person shooter Half-Life 2. Recently, Havok announced plans for a new physics engine, Havok FX, that would use Shader Model 3.0 graphics cards to further enhance game interactions and physics."
How much interaction do you want in your PC games?
:/
Interaction is great and all, but please give humanoid NPCs more rigid joints! It looks silly seeing them flopping around with elastic joints, or doing backflips after being shot in the face.
That, and being able to move enormous metal crates simply by shooting them, breaks any immersion the game has created.
Registered Linux user #421033
A 'comparison of PC Game Physics' should not have a summary obsessed with one technology and one company (Havok).
I find myself buying fewer and fewer games as time goes by, and I believe it's thinking like that that really shows why.
mmm... have you controlled for 'growing older'?
quite a significant variable
btw, those games you think were so great? they aren't.
I still have fond, fond memories of the original UNREAL TOURNAMENT and have been sorely disappointed by subsequent releases... and yet when I go back to play UT1 I can't stand it... it pales in comparison to the more recent versions, even though the underlying gameplay is better.
I'm not wrong. You haven't thought about it hard enough.
Graphics was never the number one factor. Great gameplay was. This type of "graphics makes the game" type thinking came along with stuff like Far Cry, FEAR etc. In fact it almost seems like the game content was an afterthought.
Yes, and these games SOLD because there are still MANY people out there who DO think graphics make the game.
Not that I do, but you certianly can't say that graphics isn't the most important factor to some (if not most) people. Don't be daft.
It's always confirmation bias!
Wake me up when a game world isn't a static 3D environment. Wake me up when I can walk up to any tree, pick off a branch, chop the tree down, squish some ants living on the tree, and can rip a moist leaf on the tree like a sheet of paper. Wake me up when I can knock down a building, wall, and can permanently remove bricks from a house. I want to be able to drive a car through a wall, have grass that actually grows, and can cause wildfires (just like in real life). I want to be able to take some sand from the beach with a bucket and pour it all over the nearest NPC and see all the little grains of sand stick to his shirt. Wake me up when it's time because I can't wait to play. Imagine MMORPGs where you can actually DIG A SECRET TUNNEL underground to invade your enemie's territory. Imagine being able to dig holes to hide in and cover them up with leaves. Well, you get the idea. Possibilities are endless. Seriously, how long do you guys think it'll take for some crude implementation of what I listed above comes to fruition?
This, actually, is a perfect counterpoint to the "realistic physics are ALWAYS better" line of thinking.
If it weren't for these deliberate anomalies, Breakout, et al, would be thrown into "loops". I remember a port of Breakout for the TI-83 graphics calculator that suffered from this - you would eventually have the ball at such an angle that no matter how you hit it, it'd always travel along the same pattern.
Face it - even today, this applies. Would it really be fun if your character could only jump 6-12 inches off the ground? If you ran at a rate of around 20MPH? My stipulation is that it would not be. Game designers must fudge the physics to keep a game playable. And frankly, I find the physics of Mighty Final Fight for the NES to be light-years ahead of the supposedly "revolutionary" physics of, say, Trespasser. More complex != more funriffic.
The point is not the gameplay. The point is the experience. If your experience is reduced if you can't get over the fact that the graphics look bad. Or don't evoke the images they are supposed to evoke. Sure, Starcraft has a limited visual experience now, but A: it was amazing for the time and B: there have been a lot of amazing games released since which players just couldn't get into the experience because it was a cheap, unbelieveable 2D sprite engine. Certain games it works for, but to get into the experience of others, you have to kick it up a notch visually.
The same can be said for movies. Anyone can do Clerks. But nobody can do Titanic without a large budget going to visuals. Anyone can create the next Tetris. But nobody can create the next Final Fantasy without reasonably engrossing visuals and expansive, expensive vistas.
Which is not to say that gameplay isn't important. It's just that people know (or think they know) how to do amazing visuals, but nobody knows how to make amazing original games. Even Blizzard, a consistent hitmaker in the industry, basically takes existing genres with major flaws, fixes all of the flaws, and throws in a ton of aesthetic polish.
Now as a side note, you can get a hell of a lot of bang for your buck out of good sound, especially considering how few people do. Sound is subliminal, so it frequently gets forgotten when budgets are getting allocated. But you can spend months prototyping and sketching and modeling and mapping your main enemy to make them seem as massive and powerful as possible, or you can get a sound engineer who will mix a bowling ball dropping onto a piece of steak with someone punching through aluminum foil, and getting the most amazingly visceral reaction from the audience after one afternoon of experimentation.
The ______ Agenda
Most of people asked say Morrowind was better than Oblivion.
What could make Oblivion better, or at least equal to Morrowind?
These:
Better grass distance?
More details in the LOD (distant textures) area?
More objects covered by the physics engine? (furniture, rocks, plants)
Items possible to shatter, smash, break, dent?
Containers displaying their content in 3D and not in 2D menu?
Better voice acting?
Books that burn?
Or maybe these:
Less linear quests not forcing the next step on you?
Shorter load times of locations?
Not removing levitation, slowfall and a dozen other classic spells?
More factions to join, interesting quests?
Dialogues and text that always makes sense, never seeing hearing the same thing less than 5 seconds apart?
New, interesting books you haven't read in Morrowind already?
Anagram("United States of America") == "Dine out, taste a Mac, fries"
we are going dual core, soon quad core. let the cpu take the load of physics. it might be slower but it will improve and its more than enough for most people. i think most of us gamesr would rather spend more on our cpu's than some 300 dollar physics card that is useless for anything else but gaming. the need just isn't there. we are already tapped out paying for huge lcds and expensive video cards.
and yea the cell is a joke. at first they claimed it would do the graphics. then they came back to earth and tacked on a nvidia gpu for the ps3:P