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The Details of Dead Bodies in Gaming

Via Stephen Totilo's Second Player blog, his most recent post at MTV concerns dead bodies in videogames. This rather morbid topic may seem like a small concern, but it's a big deal for the people making the games. From the article: "Dead bodies have been vanishing in games for decades because of technical difficulties. Old 2-D games -- like just about anything on the original Atari, Sega and Nintendo systems -- could only display a limited number of character graphics, or sprites, on a TV screen at one time. Letting a zapped enemy lie prone on the playing field caused problems, limiting the amount of new things, like new on-rushing enemies, that could be drawn onto the screen. 'You would end up sacrificing one of your precious moving objects to display an essentially useless dead body,' [game designer Ralph] Barbagallo said." With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.

195 comments

  1. The luxury of corpses as far as the eye can see... by It+doesn't+come+easy · · Score: 4, Funny

    Ah, that makes it all worthwhile...

    --
    The NSA: The only part of the US government that actually listens.
  2. Realism by master_kaos · · Score: 2, Insightful

    Anything that adds just a bit more realism is usually a good thing (in video games). There are cases where there can be too much realism, but this isn't one of those things. There is defiently a point where you will want to dispose the dead body - otherwise the environment can be completly littered and could possibly pose framerate issues. But either way, with the increase of horsepower these new consoles have, it will be extremely interesting to see what type of objects they place in our virtual world that used to not be possible.

    1. Re:Realism by Short+Circuit · · Score: 5, Interesting

      I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

      Also, in team play. Want to block off a path? Litter it with your opponents' corpses.

    2. Re:Realism by PatrickThomson · · Score: 1

      Well, the game "rogue trooper" handles this pretty well, in that bodies stay indefinitely until you harvest so-called "salvage points" from them.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    3. Re:Realism by Impy+the+Impiuos+Imp · · Score: 5, Insightful

      That's fine -- as long as they carry through to the logical extension -- you can blow up the corpses into smaller and smaller fragments, or grab them and throw them out of the way.

      I'm sick of bushes that either don't exist as immaterial, or are like a spike of some mithril adamantium substance that causes a truck to flip over.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    4. Re:Realism by Jaysyn · · Score: 1

      Yet another reason I love Postal 2.

      --
      There is a war going on for your mind.
    5. Re:Realism by vertinox · · Score: 1

      There are cases where there can be too much realism, but this isn't one of those things.

      There was a serious discussion by Red Orchestra game devs at one time (or least they said) about the use of keeping corpes in the game because they are aiming for the most "realitic" game ever. And RO is brutally realistic if you have never played it. (no crosshairs, realistic weapon trajectories, and realistic human attributes)

      Given the fact that Stalingrad was literally covered with dead bodies that couldn't be buried because of the constant battles it was also considered for static models of dead bodies on the battle field.

      But the problem was that the engine could not handle it without serious issues and there was no point in hurting game play just to have something so cosmetic.

      Hopefully in the future it could be included once game engines and hardware can do so.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    6. Re:Realism by Turn-X+Alphonse · · Score: 1

      Anything that adds just a bit more realism is usually a good thing (in video games).

      I stopped reading at this point.

      Why must ALL games be realistic as possible? Does it really enhance Mario for a Goomba to stay squished on the floor?

      Realism ! = Games

      Games are about having fun and some times this means gore fest super realistic and other times it means a fat jolly man bouncing on Mushrooms. Realism has a time and a place, not always is it in games.

      --
      I like muppets.
    7. Re:Realism by antime · · Score: 4, Informative

      In the old C64 game Nemesis the Warlock you had to pile up corpses to make platforms to reach high parts of the levels. In some levels this was the only way to reach the exit.

    8. Re:Realism by mmalove · · Score: 4, Interesting

      Ahh yes, nothing like playing some flatout or carmageddon, and hitting the corner of a wooden shack or frail tree with a mac truck only to be completely wasted due to that object being "permanent". There was an MMO released last year called auto assault, which unfortunately lacked in many areas, but one thing I really liked about it was the nearly completely destructable environment. Roll up into an enemy camp guns ablaze, or roll OVER the enemy camp, through every building/structure.

      If corpses are going to block projectiles, they need to be destructable. I could see this adding quite a bit of strategic element to even an FPS. I really wish that in battlefield 2 the tanks wouldn't immediately explode, because they made great infantry shields right up until they went boom, and presented a nice little mobile fortification.

      If corpses don't somehow hold an interaction with the game, I see little point in their long lifespan. If I can't pile them high as a makeshift sand wall, or eat them to regen some health, sweep them along to digital heaven already.

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
    9. Re:Realism by master_kaos · · Score: 1

      Which is why I used the words "bit" and "usually". Obviously there are places where realism isn't a good thing, such as your Mario example.

    10. Re:Realism by cowscows · · Score: 2, Insightful

      I'm sick of bushes that act as barriers. First off, I could probably jump over that bush in real life. But even if I couldn't, my character is carrying a chainsaw that he already used to cut a half dozen dragons into pieces. You mean to tell me that that same chainsaw can't cut through a few shrubs?

      Uh oh, a wooden police barricades. No way I can get past that. I guess my character isn't flexible enough to crawl under it, or strong enough to just push it over. Nevermind the rocket launcher that I'm carrying.

      --

      One time I threw a brick at a duck.

    11. Re:Realism by XO · · Score: 1

      Problem is just plain that Unreal can't handle it. The only way you could realistically do it is to replace the corpses with much lower-poly versions, and turn off their Karma after a while. Also, there are problems with making Karma ragdoll corpses that collide with other mesh-actors, in that if you have it collide with a living mesh, it will destroy it upon impact.

      *thinks* i'm going to attempt to implement that "turning Karma off" after the bodies come to rest, maybe that'll do something useful. Still, you've got 3k poly count corpses, although a properly zoned map would probably not be incredibly harmed by them, especially on current hardware, which is WAY more powerful than the hardware UT2003 or UT2004 engines were built for. MIGHT even be able to turn collision back on, without destroying everything around it ... then set a many seconds timer instead of a "when i can't see it anymore, kill it" limit.

        *modding a UT2003 based game*

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    12. Re:Realism by arivanov · · Score: 1

      Play nethack.

      Some of the Ranger quest levels are a fine example of what you are describing. They are a spiral maze made of trees. You can spend your time fighting along the maze or you can take a big axe and chop your way through. Or zap a wand of fire or throw a few fireballs. Voila - trees begone.

      Similarly in nethack you can permanently freeze water into ice and make it walkable on top, destroy walls, obstructions, etc and dead corpses stay for a considerable amount of time. Unfortunately the big beast corpses in the current release do not form a nice hideout behind which you can hide. Realistically a dead dragon, umber hulk or indricoterium should make a perfect obstruction to enemy projectiles and some spells. So far it does not, but I can bet that a few more releases down the line it will.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    13. Re:Realism by roskakori · · Score: 1
      I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

      Apart from that, immaterial corpses allow tactics that don't make sense in games that are geared towards realism.

      For example, take America's Army. Many maps encourage a "slow and low" approach. Being silhouetted against the sky can mean instant death. To avoid that, you can look for a body and crawl inside it, sharing its silhouette. The opposing forces know that there's a stiff at your place (after all, they just shot him), and won't notice you. So you can pick your sniper rifle and start to take them down without them knowing what hit them. Which I think is kinda stupid.

    14. Re:Realism by SeaFox · · Score: 2, Interesting
      I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

      Think what this could have done for Doom. Demons with variable mass! A demon in the hall that is too large to push past at 20% health, but you can at 60% (or if you have a Bezerker Pack). Demon corpses blocking the path of new demons. How about being able to pick up demon corpses and throw them at oncoming attackers?
    15. Re:Realism by twistedsymphony · · Score: 1

      Hitman: Bloodmoney does a really good job of this. Go play the mission called "A Murder of Crows" it takes place across several busy city blocks in New Orleans during Mardi Gras, literally wall to wall people, not just in the streets but you can enter most of the buildings and find them filled with people as well.

      If you have enough ammo you can kill every last person in that level, none of them respawn and their bodies lie on the ground until you exit the level. You can even pick them up and move them around if you want. I believe there are even a few videos floating around youtube of someone running around the corpse littered streets after they'd wiped everyone out if you'd rather not waste the time trying it out for yourself. I can't speak for the other versions but I know it works on the Xbox 360 version, as that's where I did it.

    16. Re:Realism by markh1967 · · Score: 2, Funny

      I was always glad that, when playing Doom, none of the monsters thought to make armour out of whatever the doors were made of.

      --
      Input error. Replace user and press any key to continue.
    17. Re:Realism by Tim+C · · Score: 1

      Demon corpses blocking the path of new demons.

      And the demons climbing over them, pushing their way through your makeshift barricades.

      In fact, that could've been damn fine with tables, chairs, etc, let alone corpses.

    18. Re:Realism by SeaFox · · Score: 1
      And the demons climbing over them, pushing their way through your makeshift barricades.
      In fact, that could've been damn fine with tables, chairs, etc, let alone corpses.

      They would have had to rethink the character health rules. The might have to make the player self-healing (your health would increase slowly with no user action), otherwise you could have a situation where a player cannot access a room with an important item (color key, switch, ect) because a large demon corpse is blocking the passage and the player has insufficient strength (health) to remove it themselves. They could wait for a demon to come along and tear through the corpse while trying to attack the player, but that would be a long shot.
    19. Re:Realism by XxtraLarGe · · Score: 1

      In the game Myth, bodies stayed on the battlefield, and could be affected by the rest of the battle. If you threw an explosive at the pile of corpses, the body parts would be blown all over the place. It was even possible for the debris, such as swords, to cause damage to other nearby characters.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    20. Re:Realism by Anonymous Coward · · Score: 0

      Is this news?

      Max Payne: Dead bodies keep lying around. Once a bad guy is shot, his standing body still blocks bullets from reaching the baddies behihnd him.
      Commandos: Dead bodies should be hidden. They should be searched for their contents: cigarettes, a german uniform...
      Hitman: Same as commando's, without the searching.
      Oblivion: Bodies should be searched for ingredients to make potions.

      In all of these games, bodies also are a valuable orientation point. /me goes into a hallway, sees some dead aliens: "Hmmm, I have seen this place before! Let's go back and try the other hallway!"

      You mean Halo on the xbox had disappearing enemies? But how did you find your way in those levels?...

    21. Re:Realism by Oriental_Hero · · Score: 1

      Hmmm, I wonder where Age of Conan will sit on this?
      I mean the big heroes and heroines are gonna want good portraits right?
      Nothing better than a big pile of corpses with you standing at the top looking regal.

      As the man said, the best thing in life (and games?) is
      "To crush your enemies, to see them driven before you, and to hear the lamentations of their women"

      I guess we need lots of women lamenting now too!

      Oriental Hero

      --
      Oriental Hero "I want to live in a city where the Police don't shoot you" Jean Charles de Menezes
    22. Re:Realism by somersault · · Score: 1

      Pile the corpses on top of that new rug she just bought!

      --
      which is totally what she said
    23. Re:Realism by DRAGONWEEZEL · · Score: 1

      Oh I know!

      Hopefully, we shall see what UT2K7 does with that kind of stuff. I know I can't wait.

      --
      How much is your data worth? Back it up now.
  3. Thief by starwed · · Score: 3, Interesting

    I'm pretty sure dead/unconcious bodies were a game element in Thief; didnt' you have to hide them to avoid alerting any guards who stumbled across them? (I've never actually played Thief, but I remember my roommate dragging the bodies into closets all the time.)

    1. Re:Thief by LighterShadeOfBlack · · Score: 1

      That's true. Although in Thief there was a very limited number of enemies in any one mission (usually no more than 20 IIRC) and typically you wouldn't kill more than a couple of people so there was never an issue of the system being overwhelmed by too many bodies.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    2. Re:Thief by jimstapleton · · Score: 1

      That reminded me of Deus Ex for the PC...

      Except I was usually throwing the bodies at the guards.

      --
      34486853790
      Connection too slow for X forwarding? Try "ssh -CX user@host"
    3. Re:Thief by rarel · · Score: 1

      Yes it's a plot element from the Thief series that was also implemented in Deus Ex. Great games, although the latest sequels lacked the sprit of the originals.

    4. Re:Thief by Thansal · · Score: 1

      yes, dead/unconcious bodies have been a player in stealth actions games (Thief, MGS, etc) for a little while now. However these games you rarely had a large number of badies in any one area.

      In action games the bodies did have to be quickly removed so that you could make room for the new baddies. recently we have started to see bodies being left about, however I have yet to see MUCH of a point to it. Yah, it is a nice idea for realizim, however in most casses it does not add much realisim (rarely to the bodies interact with the environment), and often they are only good for removing you from the game, in the case of ragdolls where they will controt in ways no human body ever could, even if you liquified the bones. Admitedly this is also wonderfuly amusing (hey, playing with explosives and bodies is ALWAYS fun!)

      So yah, they are there, but so what? I have yet to see an instance where they really added much to the game (asside from GPU cycles, and the mentioned stealth games). I can't really see any way of ussing persistand corpses as anything more then a gimick. But then again I am not a game making genious, and thus they probably will be somethign eventualy.

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    5. Re:Thief by PingSpike · · Score: 1

      Yes, it was one of the main dynamics of the game. If a guard that was awake discovered the body of his fallen comrade, he'd sound full alarm and the guards would stalk the whole compound looking for you. So you had to tuck the bodies away. In fact, if you killed them with a sword a suspicious blood pool would be left behind that also would cause an alarm.

      If a knockout went bad and the guard managed to yell for help before you took him down you were in a tough spot. You moved slow with the body and you needed to get out of there fast before the crew showed up to check things out. I remember hiding in a closet with a body slung over my shoulder hoping the guards would give up looking for me.

      Interestingly, you can kill KOed guards by tossing them down deep dropoffs or throwing their body in a pool of water where they drown.

    6. Re:Thief by silentounce · · Score: 1

      Hasn't this been around a long time. MGS anyone?

      --
      There are many tongues to talk, and but few heads to think. -Victor Hugo
    7. Re:Thief by Kelbear · · Score: 4, Informative

      They were also around in Hitman games, I never cared for the silent assasin, stealth, 1-kill-and-exit approach. I just killed everybody and piled up the dead in the bathroom. Good times.

      Die by the sword had persistent corpses, along with dismemberment. So you could cut off a kobold's head, throw it at it's partner, then hack off the kobold's limb to beat the partner to death with it. Fun.

    8. Re:Thief by Impy+the+Impiuos+Imp · · Score: 1

      Kill? What kill?

      Oh, wait. You were the "average people" who refused to play it on expert level, wherein you were forbidden from killing anyone (although knocking them out was functionally the same, though often harder to do as you could only do this by sneaking up on them.)

      WHICH WAS THE WHOLE POINT OF THE GAME If I wanted a first person slasher, I'd go play Quake with the axe.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    9. Re:Thief by ToxikFetus · · Score: 1
      I remember my roommate dragging the bodies into closets all the time.

      Did your roommate periodically clean those closets? If not, the smells emanating from your apartment would surely attract the authorities.
    10. Re:Thief by Lehk228 · · Score: 2, Informative

      there was a bug in the game. if you let a guard chase you through a door, shut it and stand part way blocking the door. as soon as it starts to open the head pokes through the door and you can hit the model with your blackjack, but the line of sight test to make sure you KO with the blackjack tests from the other side of the door and so you can KO dozens of guards in a row at a door.

      --
      Snowden and Manning are heroes.
    11. Re:Thief by WhoBeDaPlaya · · Score: 1

      Same thing with Hitman.

    12. Re:Thief by the+phantom · · Score: 1

      MGSII. In MGS, the dead bodies flashed a couple of times before disappearing.

    13. Re:Thief by LighterShadeOfBlack · · Score: 2, Insightful

      Calm down. It's only a game.

      Notice I said "typically" and "you" as in the average player. Sure, some people never played it at the hardest setting, so what? They're games, they're supposed to be fun. Sometimes I played it on expert and occasionally I just wanted to be a bastard and kill every single enemy. You know, play the game, not just move through it at the hardest setting checking off levels like it's some kind of task to be completed.

      Even if you played to kill it was never going to be Quake-like since outright battling would inveitably lead to your death so the stealth element wasn't lost, just lessened.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    14. Re:Thief by VultureMN · · Score: 2, Funny

      That'd explain all those meatloaf dinners he kept inviting people over for.

    15. Re:Thief by macshome · · Score: 1

      (I've never actually played Thief, but I remember my roommate dragging the bodies into closets all the time.)

      Dude. I hope you got a new roommate...

  4. This will surely improve DOOM by drinkypoo · · Score: 3, Interesting

    Because an episode called "Knee-Deep in the Dead" kind of lacks impact when the dead don't lie around, let alone stack up to your kneecaps.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:This will surely improve DOOM by My+Iron+Lung · · Score: 2, Informative

      There certainly were corpses in DOOM.. they just looked the same from every direction!

    2. Re:This will surely improve DOOM by drinkypoo · · Score: 0

      Well if they look the same from every direction they're either spherical and in an evenly lit room, or they're hallucinations... I vote for the latter :)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:This will surely improve DOOM by jimstapleton · · Score: 1

      or they are filled with mutant slugs that always point the part of the body they plan to shoot out of towards you...

      --
      34486853790
      Connection too slow for X forwarding? Try "ssh -CX user@host"
    4. Re:This will surely improve DOOM by vertinox · · Score: 1

      There certainly were corpses in DOOM.. they just looked the same from every direction!

      Personally, I found the meaty piles of flesh and giblet production more entertaining.

      Of course, I think the game was made to play with IDKFA, IDDQD, and BFG or stimpack the entire time.

      Although the chainsaw did have its moments.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    5. Re:This will surely improve DOOM by meringuoid · · Score: 1
      Because an episode called "Knee-Deep in the Dead" kind of lacks impact when the dead don't lie around, let alone stack up to your kneecaps.

      After iD released the source code to Doom, the engine got some rewrites. IIRC, Doom Legacy supports solid corpses. Enjoy.

      --
      Real Daleks don't climb stairs - they level the building.
  5. UOZaphod by UOZaphod · · Score: 5, Interesting

    This reminds me of one of my buddy's D&D stories. The DM would track the corpses on the map and would force players to make a skill roll (I forget which one) if they wanted to step over a body. My buddy asked if he could carry a kobold corpse around with him to lay in front of enemy combatants to force them to make a roll. The request was denied, of course.

    --
    "The unicode stuff in the latest version is working fabulously well. My russian mafia friends are ecstatic."
    1. Re:UOZaphod by PFI_Optix · · Score: 4, Funny

      "The Lich lunges forward and...trips over a dead kobold."

      "I pick up the dead kobold and hit the lich with it."

      "Eww"

      --
      120 characters for a sig? That's bloody useless.
    2. Re:UOZaphod by Constantine+XVI · · Score: 2, Interesting

      It's been 4yrs since I played, but I'd say it would be a standard Dexterity check. And if that was my table, by all means he would be allowed to drag the corpse around and put it in people's way. Of course, he would have to deal with things such as: the weight of the corpse, handling the corpse steadily and the decaying body (which would bring in disease, as well as the smell of a dead body).

      --
      "I think an etch-a-sketch with an ethernet port would beat IE7 in web standards compliance."
    3. Re:UOZaphod by gregtron · · Score: 1

      There's a fine line between a good DM and a DM who's a soul-sucking jerk who's only DM because of severe anal retention that would prohibit normal game progression if he were a player.

      In my days, my friends and I were more smartasses than hardcore players. Corpses were fair game for our antics, and I'd like to see that reflected in upcoming video games.

    4. Re:UOZaphod by maroberts · · Score: 1

      The list of problems would go on. Increased exhaustion, causing reduced of chance to hit, increased AC in combat. Reduced DEx while carrying body, lowered ability to respond to surprise attacks..... Loss of charisma due to smelling of dead kobold all the time....

      I think soon he would get the message.

      --

      Donte Alistair Anderson Roberts - hi son!
      Karma: Chameleon

    5. Re:UOZaphod by silentounce · · Score: 1

      What a lame DM. I would never have my players make trivial checks like that. I mean, who can't step over a kobold with little effort. Maybe, if it was combat, then some kind of check. But why do you have to step over them in the first place? It's not like they would mind. And how can a DM deny a request like that? "No, you're player can't do that." "Why?" "Because... because I said so!! Yeah, that's right." I hate DMs like that.

      --
      There are many tongues to talk, and but few heads to think. -Victor Hugo
    6. Re:UOZaphod by hal2814 · · Score: 4, Funny

      In my DM opinion, if a player comes up with a novel solution, it's at least worth a roll. I had a player one time convince me that letting his character scream like a woman would surprise the enemies for long enough for the other players to each get in an attack. The idea surprised me so I allowed it. I let him roll against charisma/4 (the div 4 was for the small likelihood of such a thing really working). He hit it. I let him repeat it with exponentially diminishing odds. Eventually it wasn't worth wasting a turn over, but we still occasionally talk about the group of fire golems he stunned by screaming like a woman. The DM is there to create and/or interperet an exciting world, not lord power over everyone.

    7. Re:UOZaphod by Impy+the+Impiuos+Imp · · Score: 1

      > and the decaying body (which would bring in disease, as well as the smell of a dead body

      Only if they're there for more than 24 hours. And serious, vomit-inducing, disabling stink probably won't really start taking for 2 or 3 days, depending on the temp.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:UOZaphod by Impy+the+Impiuos+Imp · · Score: 1

      I recall starting to DM a new group of guys at college lo 20 years ago. For some odd reason, they were afraid to do anything. Eventually I found out that their former DM (actually still a current one as they went to both) was fond of sudden death traps like 50,000 volts on a statue and crap like that. It took a little while.

      We actually played "Keep on the Borderlands" on a giant laminated 1" square grid my dad, umm, borrowed from the drafting department at work, such that the entire cave area would fit on it yet we could use the little pewter figurines. Pretty awesome when lain out on the floor.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    9. Re:UOZaphod by Cervantes · · Score: 4, Funny

      One of my favourite moments came in a game of Magic a few years ago. The DM was a dick whom we shortly thereafter stopped playing with, but at the time we were giving him the benefit of the doubt... so he decides he wants to kill us all, for some unknown reason. So he sends us into this large, open field, with only a small shack and a few trash cans to hide behind, and then pops a Black Ops helicopter with mega armour and 6 turrets of chain-gun goodness up from no-where. One of our mates tries to shoot it. "Whoops, no natural 10, your bullets bounce off harmlessly. Now, let's calculate your damage taken from being shot by it." (picks up 6d10)...
      Yeah, he was a real winner.
      So, anyways, bullets don't work, rocks don't work, apparently the structure of the chopper is magic-resistant so melting it or turning it into a giant donut isn't an option. So, with half the party shredded, up comes my turn. Me, the mental/hand-to-hand guy.

      Me: Can I see the pilot?
      DM: Yeah, I suppose, through the bullet-proof canopy.
      Me: I plant a suggestion in his head.
      DM: Hah! He's a trained soldier, getting him to go back to base or crash into the ground is gonna take a natural 10! Pfft, go ahead, what's your suggestion?
      Me: You know his control panel?
      DM: Hah! He's a trained soldier, you'd need a 9 to get him to think snakes are coming out of it! Give it up!
      Me: The "engine fire" light is on.
      DM: ...
      DM: ...
      DM: ...
      DM: ... crap ...

      We broke up that gaming group shortly after, but I'll always remember with great relish and glee, the moment that he had to grudgingly admit that getting someone to believe some simple tiny light bulbs was on wasn't really that hard, and that the absolute, unavoidable consequence of a pilot seeing all his Engine Fire lights on would be to stop fighting and immediately land somewhere close and safe to inspect the aircraft.

      I'm sure this is completely unrelated to the article, but your story just reminded me of that, and how much I enjoy finding novel solutions to problems.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    10. Re:UOZaphod by XO · · Score: 2, Insightful

      game of Magic? Do you realise that Magic is a card game?

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    11. Re:UOZaphod by UED++ · · Score: 1

      Parent post has nothing to do with the subject.

    12. Re:UOZaphod by Omestes · · Score: 1

      I remember doing something like that back in highschool when we used to play Vampire, we alternated storytellers per game, so each player got to play and dm. We had one guy who would never try to kill himself as story teller, and really liked to power game, so the rest of us got together and decided to see if we could kill the whole party. Luckily it was my turn to dm. I had millions of rats attack, the powergamer decided to throw napalm on them, and forgot he did so, never igniting it. Everyone forgot about it. About half an hour later a big mean nosferatu popped up, and one of the characters decided to use balefire on him, and botched his roll, igniting all 3,000 rats. Meaning 1d10/round of aggravated damage per character. The whole party died, EXCEPT the power gamer. It was a pretty good laugh afterwards.

      But when I used to play DnD we had a dm who REALLY loved insti-death, generally randomly. Every time characters got a wee bit strong (through gaming, not power gaming), he's make some random roll, inevitably leading to instant death.

      "you trip on a small stone, fall and break your neck"
      "the flower you pick is actually the home of some long forgotten god, who is angered and eats your soul. Your dead. Reroll"
      "A giant hamster comes and devours you all"

      Prick.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    13. Re:UOZaphod by Cervantes · · Score: 1

      Whoops, didn't mean Magic, sorry. :) It's been a really long day.

      Of course, now I can't remember the name of the damn system at all... it was one of the fun ones though.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    14. Re:UOZaphod by Anonymous Coward · · Score: 0

      Mage?

    15. Re:UOZaphod by Cervantes · · Score: 1

      I know whatcha mean with insta-death... our DM loved it. He'd use it if he bought a new book and wanted to alter systems. Then he'd use it again if he decided he didn't like that system and wanted to go back.

      A good friend of mine used the point system to build twins who shared a soul... completely out of the book, completely by points so not even a chance of faked rolls, 100% legit. We got to play it for all of one session before he decided we were "Too powerful", mostly because we played very well as a team. So we rerolled for his newest adventure in lycanthropy. Those characters also lasted one session before they were "too powerful".

      This is the same guy who got mad when he let my friend take several ranks of the fault "Curiosity", to the point that he was recklessly curious... and my friend jumped into a portal when a voice said "riches await within".

      At first I thought it was me, because I am a power-gamer, not by intent, but just by nature of how I think. But when he was doing it to our pure RP'ers, I figured it was a sign the end was nigh.

      Fortunately, I got to show him how to die with style... I GM'd a C&S every other week, and he'd gotten bored with his (highly valued and useful) character... so, in an accident, his little halfling was in the way when our large tolkien Troll missed a swing at the last survivor of a good battle (rolled a 1), slipped on some blood, did a triple pirouette (each one rolled for chance to stop and missed by the Troll), and had his very large mace come down right on the halflings head... and of course, THAT is when the Troll rolled a 10.
      If I'd autopiloted him to death, that would have been one thing... but the dice doing it was just priceless.

      Now I'm remembering how happy I was to get rid of that guy. He spent the rest of the campaign that I was running muttering "bored, bored, bored" under his breath every time he wasn't the centre of attention (all the other players independantly agreed they were quite happy), whilst "autopiloting" us when it was his campaign (in what we called "public displays of literary masturbation"). When he decided to kill the last vampire, he basically dropped a big burning something behind this guy, and then went "ok, you're scared witless, you're not in control of your actions... here's you running through a burning building and down the stairs... here's the building collapsing behind you so your friends can't get in... here's an antimagic zone so you can't heal... here's you running headlong into a throng of enemy soldiers... now, let's roll and see what happens!"

      Prick.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    16. Re:UOZaphod by Cervantes · · Score: 2, Informative

      Yep, Mage, that's it!
      Nice game, I liked the open system... it wasn't "learn this spell to do this many points of this damage to that opponent"... it actually gave a chance to use some creativity in the game.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    17. Re:UOZaphod by MadMoses · · Score: 1

      One of my favourite moments came in a game of Magic a few years ago.

      Judging from your description of the game, did you mean Mage: The Ascension? You probably confused it with the card game Magic: The Gathering?

      --

      Do not be alarmed. This is only a test.
    18. Re:UOZaphod by Dorceon · · Score: 1

      I definitely know the feeling. I used to play in campaigns with my roommate as the DM. It was clear that he would rather have been a player than the DM, since he DMed like a player would play: He tried to kill all the enemies. Which was us, his players. Of course this is a recipe for disaster.
      In one example, our party chased a group of Drow to a portal to the underdark. Half the group went ahead with the thing we were trying to get form them, leaving the other half to stall/kill us. We beat them up and got a ring which activated the portal. I used it to go through, but there was no sign on the other side of where the Drow had gone, so I tried to go back through the portal to rejoin the party. Nope, the ring was a one-way key to the portal. So I follow the wall for a while until he makes a pit that I have to Alter Self to fly across, and I lose the wall on the other side as his excuse for me wandering up to a Vampire's banquet. He has the vampire level me up to whichever level you need to be to turn into a Vampire instead of a Vampire-Spawn, then turns me into a vampire (who of course is dominated by her sire). I tore up my character sheet rather than let him apply the vampire template to my character and use her as a villain against the rest of the party.
      I never played in a campaign with him again--not even one where he was just a player.

      --
      What sound do people on rollercoasters make? Hint: it's not Xbox 360.
    19. Re:UOZaphod by gtkuhn · · Score: 1

      I once ran a game of GURPS wherein a friend had created a thief type character. With his last point, he chose to take a single minor (very minor) spell in the hopes of pursuing that path more readily later on. He had the spell "create air". It could create one hex of air which would dissipate outward in a gentle breeze. Or make bubbles if cast in water. Not the most useful spell.

      At one point he needed to sneak through a typical Lord of the Rings style workroom in an underground lair full of people casting weapons and a huge smelting furnace with people shoveling coal and ore in. He needed a distraction to sneak by and chose to cast create air on the furnace.

      Ok, I said, impressed. The furnace roared and flared briefly. Some flames even flicked out the vents and seared the hand of one of the coal shovelers who dropped his shovel with a clang. Every head turned to look. Clever, I thought.

    20. Re:UOZaphod by Cervantes · · Score: 1

      One of my favourite moments came in a game of Magic a few years ago.

      Judging from your description of the game, did you mean Mage: The Ascension? You probably confused it with the card game Magic: The Gathering?


      Yes, yes... thou shalt not post on /. after working 14 hours straight, I know (now). ;)

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    21. Re:UOZaphod by Omestes · · Score: 1

      Ouch, just ouch. I always hated it when DMs did crap like that, its like they couldn't think of a better idea to harrass the party, or make a decent NPC, so they need to destroy a perfectly good character (hey, it happens, but it should be rare). Especially older characters, that you've invested huge amounts of time in. Thats one reason I loved our "round-robin" approach, once our main DM (the one with the books and the space, mainly) got the story rolling, we all got to contribute to the plot, and control things, so we had to be a bit careful with other peoples characters, since it could happen to ours tomorrow (hence the story above). One of the reasons for the story above, too, was to remove my character from play, it was a character I'd been playing for 3 odd years, and was getting a wee bit over powered (with the old martial arts rules, specialties, and nunchucks I could cough up something absurd like 12 attacks / round, which is a bit much even for me).

      I really have hardly played since, my old group moved on, got jobs, etc.. And all the pick up groups I could find for any system were TERRIBLE. I did play awhile in college, which was amusing since the DM couldn't multi-task and often got himself over his head, like attack a party of 5 with 10 increasing waves of zombies, from 2 - 300. Oh the dicefest! He actually started taking people out of action, by making me, say, fall down an elevator shaft or 3 hours.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    22. Re:UOZaphod by bryan1945 · · Score: 1

      This reminds me of a sorta-related story back in high school when I DM'd a game. I had a huge room that when the characters walked in about 2 dozen zombies popped up out of nowhere. Except they were illusions. The characters all ran screaming, then came back armed for bear and unleashed hell upon the room. Then I told them that they were all illusions. Not very happy campers, but they did admit I got them fairly and pretty good!

      --
      Vote monkeys into Congress. They are cheaper and more trustworthy.
  6. Luxury of corpses as far as the eye can see? by OglinTatas · · Score: 1

    Who wrote that? Idi Amin?

    1. Re:Luxury of corpses as far as the eye can see? by Anonymous Coward · · Score: 0

      No, I think it was either Hitler or Stalin. Maybe Hello Kitty. It's so hard to tell.

  7. Total War. by maroberts · · Score: 3, Informative

    AFAIK, the Total War sequence of games has no problem tracking dead bodies, and there may be thousands of them!

    Certainly Rome:Total War leaves the dead on the battlefield, even if they are simplified. Even missiles, such as arrows are tracked into the ground and only disappear after a while.

    I fail to see the problem with letting the dead pile up, they're just objects like everything else.....

    --

    Donte Alistair Anderson Roberts - hi son!
    Karma: Chameleon

    1. Re:Total War. by sesshomaru · · Score: 1
      Persistent corpses was one of the early improvements for Dawn of War. It's actually an important strategic resource for the Necrons now. (Who can use a special ability to resurrect a field of their own dead.)

      It's a setting I believe you can turn on or off, though I think it's always on for Necrons.

      --
      "MIT betrayed all of its basic principles."
    2. Re:Total War. by forkazoo · · Score: 1
      AFAIK, the Total War sequence of games has no problem tracking dead bodies, and there may be thousands of them!

      Certainly Rome:Total War leaves the dead on the battlefield, even if they are simplified. Even missiles, such as arrows are tracked into the ground and only disappear after a while.

      I fail to see the problem with letting the dead pile up, they're just objects like everything else.....


      Total War doesn't let you build any units during combat, so it always knows that if it can draw the start of the battle, it can hang onto all the corpses. The only technological problem comes when you can build during combat, like in most RTS games. If you have your barracks pumping out grunts to send to the front lines, you could get a stalemate condition with potentially unlimited corpses to keep track of. That's always rough with finite memory. So, even with the new super powered consoles, some games will have to continue to have disappearing corpses.

      Hopefully, modern RTS games will have the corpses rot beautifully and be absorbed into the ground to become resource deposits, or something, rather than just disappearing. I think it would be interesting to have a strategic element to scavenging battlefields. You see it somewhat with necromancer type units, but I mean just looting the corpses for raw materials.
    3. Re:Total War. by skorch · · Score: 1

      This works specifically in the Total War series because every battle already has all the units it will ever display for that battle already rendered when it starts. There is an upper limit to the number of troops you and any number of other armies can bring to a fight (notice you can only have about 20 or so full units of troops in a single army, maxing the number of soldiers you can field at any one time out at around 1500). Once they're all on the battle field, they're already costing all the system resources they're going to for that battle. So leaving the bodies piled on the field is fine (and one of my favorite details about the games), because it's not costing anything extra. I'm pretty impressed with the ammount of optimization they put in to get that many moving and fully animated objects on screen at once, but I've seen the upper limit that my own gaming rig can handle (1 army defending a city against 3 simultaneous invading mongolian horde armies, all at about 1000 soldiers each).

      This doesn't work so well for other RTS's, where you can generate new units directly on the battle field. As you do that, even if there is some sort of unit-cap instituted, then eventually you're going to have some terrible framerate issues as the persistent bodies pile up each time you recruit new units to replace your fallen ones.

      It's nice that this will be less and less of an issue in games though, because disappearing bodies, even if generally accepted, always seems just unusual or unrealistic for whatever reason.

    4. Re:Total War. by Impy+the+Impiuos+Imp · · Score: 3, Funny

      > Persistent corpses was one of the early improvements for Dawn of
      > War. It's actually an important strategic resource for the Necrons now.

      Persistent corpses are an important strategic resource for the Neocons now, too.

      Hah! Beat you to it!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    5. Re:Total War. by Impy+the+Impiuos+Imp · · Score: 2

      Another reason Total Annihilation was ahead of its time -- the "corpses" of your giant robots were burned out hulks on the battlefield, which could then be mined for metal. They also provided blocking areas, too. And if they took enough damage, they turned into a small debris field that no longer blocked, but could still be mined, although for a much reduced amount of metal. Trees could be mined for energy, but if the forest caught on fire and burned, the burned stalks could only be mined for much less energy.

      Yeah, it was sweet to be able to use elevation to your advantage for hiding or shooting farther. The lame POS that was Warcraft III allowed this, but on all the maps, I only ever found one spot where I could use the elevation to my advantage such that my tower would shoot farther than a god damned meatwagon, at least on the hardest mode.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    6. Re:Total War. by antic · · Score: 1

      I misread that as "President corpses are an important strategic resource for the Neocons now, too."

      --
      'Thats they exact same thing a banana wrench monkey.'
  8. Protection by plopez · · Score: 1, Interesting

    Now you can stack up corpses and use them as cover while you fire. Just like in a real war! I can see Leningrad and Stalingrad scenarios where you could build barricades with frozen corpses.

    Too bad we don't have smell-a-vision, the smell of burnt and decaying human flesh would lend that extra realism to the game.

    Though if that's what you want, you could just volunteer for Iraq or Afghanistan.

    All-in-all I find the topic rather morbid.

    --
    putting the 'B' in LGBTQ+
    1. Re:Protection by 'nother+poster · · Score: 1

      Isn't the idea behind video games that they be plesant and apealing? I don't know too many people that would plunk down their cash for "SlaughterFest VI (tm) with realistic putrescient odors!"

      Not even the few sickos I know.

    2. Re:Protection by hclyff · · Score: 1
      I can see Leningrad and Stalingrad scenarios where you could build barricades with frozen corpses.
      Only corpses you could pile up in Leningrad was those of starved civilians. Russians never got to fight for the sieged city. I kind of hope nobody would go that far in game realism.
    3. Re:Protection by hesiod · · Score: 1

      > Not even the few sickos I know.

      You need to meet more sickos. I know people that would gladly pay a hundred bucks for Super Baby Massacre 3000.

  9. Puff of Smoke by Buddy_DoQ · · Score: 1

    These technical limitations led to one of my favorite video game effects, where enemies explode and disappear in a puff of smoke after being 'dealt with' by the player. Certainly doesn't work for say, HL2/GoW style games, but effective and very cool when it does. The Windwaker is by far my favorite implementation of this, followed by Super Mario, where the baddies just fall off the screen, down into some unseen pit of doom.

    --
    -Buddy of DoQ
    1. Re:Puff of Smoke by Anonymous Coward · · Score: 0

      The reasons behind dead bodies disappearing are not only technical, at least in Japan.
      This is actually a requirement if you want your game to be rated by the equivalent of
      the ESRB here.

    2. Re:Puff of Smoke by Impy+the+Impiuos+Imp · · Score: 1

      Serious Sam II had a "flowers" option where monsters exploded with a spray of flowers instead of blood. No doubt it was activated permanently and cynically for countries such as that, to prove the point.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  10. Doom II by Godai · · Score: 1

    I could have sworn in Doom II that monster corpses didn't vanish. I have memories of some of those balls-to-the-wall firefests that ended with me low on health and frazzled looking out over a field dead brown imps.

    Or am I misremembering?

    --
    Wood Shavings!
    - Godai
    1. Re:Doom II by n1hilist · · Score: 1

      I remember having Doom 2 deathmatches with a mod or a command (I can't recall, this was years ago) that increased the amount of dead players.

      We set this amount to 999 or something, after about 30 minutes it was too much, you could barely see the ground on some of the smaller levels!

    2. Re:Doom II by Impy+the+Impiuos+Imp · · Score: 1

      The original Quake CTF mod had an option to eject a pack of ammo, where it would spin on the ground like a regular pack you stumbled across. It was intended to be used in clan matches for players to restock the defenders guarding the base with ammo not available in or near the base. But you could eject empty bags, too, and after about 30 or so, even the best video cards back then slowed to a few FPS or worse. A quick (as much as possible given the scenario) run through them picked them all up and fixed things.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    3. Re:Doom II by n1hilist · · Score: 1

      Aww man, you're making me cry here, I miss those days.

    4. Re:Doom II by Short+Circuit · · Score: 1

      I hear you. Quake CTF beat the pants off of every CTF implementation since.

      I remember back when the grappling hook was one of the most awesome tools you had. I remember one time when I used the grappling hook to latch on to the enemy flag carrier, who kept going a couple times before anchoring himself to the sky. Without letting go of the hook, I switched to another weapon (my axe, I think), and killed him.

      Ah, those were the days.

      Of course, I had it easy. I was on 128k ISDN, while everyone else was still stuck on dial-up. Remember when there was such a thing as an "LPB"?

  11. One step further by plopez · · Score: 2, Insightful

    By extension, wouldn't you have to mop up the blood stains as well?

    --
    putting the 'B' in LGBTQ+
    1. Re:One step further by Impy+the+Impiuos+Imp · · Score: 1

      There were no blood stains in Thief since you were forbidden from killing anyone and could only knock them out.

      Unless you played it on the "Chimpanzee" difficulty levels.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:One step further by fullmetal55 · · Score: 1

      actually there were. you had a sword. you could kill if you wanted to, it made it harder though. it was best to just knock them out, but if they attacked you, you had to fight back and that would be to the death. some missions had the "no kill" rule, but not all of them. and if you killed them you had to use a water arrow to wash up the blood and move the body or else guards would be alerted to your presence.

    3. Re:One step further by Punko · · Score: 1

      You missed the point.

      Parent was referring to playing on the highest skill levels on the 1st two games, where if you killed anyone you immediately failed the level. Therefore no one dies, and no blood.

      Parent made the point that playing on anything but the highest level was too easy. Some players take this further and play "ghost" where the player is not allowed even to be noticed, or cause any AI to notice anything (no torches extinguished etc.)

      very tough.

      --
      If only we could fall into a woman's arms without falling into her hands
    4. Re:One step further by secolactico · · Score: 1

      By extension, wouldn't you have to mop up the blood stains as well?

      You had to clean them using water arrows.

      --
      No sig
    5. Re:One step further by cortana · · Score: 1

      Yes. If you killed someone outright, their blood would make a mess. You could clean it up with a well-placed water arrow.

      Perhaps this only added for Thief 3, however... can't remember.

    6. Re:One step further by PingSpike · · Score: 1

      Nope. That was in the dark project.

    7. Re:One step further by Sigma+7 · · Score: 1
      Parent was referring to playing on the highest skill levels on the 1st two games, where if you killed anyone you immediately failed the level.


      The following aren't issues:
      - Killing apes/bugbeasts and other wildlife
      - Killing servants in the final mission of The Metal Age.
      - Killing undead.

      Granted, blood left behind by these targets (if any) generally won't be an issue.

  12. Quake? by TDyl · · Score: 1

    I think it was Quake where I'd keep killing until performance died, then used a clear garbage console command to remove the corpses. I'd like a similar command IRL but to remove jerks in the town centre.

    --
    Todd: I hope it proves as delicious as the farmers that grew them
    1. Re:Quake? by necro2607 · · Score: 1

      Hey, playing on my old 120mhz machine, performance died the moment I started a new game! ;)

    2. Re:Quake? by TDyl · · Score: 1

      Yeah - I'd forgotten that side of it, oh how memory let's us down with age. It used to take a fair while to coax a match into a decent semblance of rapidly moving frames.

      --
      Todd: I hope it proves as delicious as the farmers that grew them
  13. Not a problem anymore by Anonymous Coward · · Score: 3, Insightful

    Disappearing bodies is not much of a problem anymore, because fewer games (especially those that emphasize realism) have infinite enemies. If a game does have infinite enemies it must have disappearing bodies or someone is going to spend ten hours killing enemies to make it crash, just because they can. More powerful hardware can certainly increase the number of bodies the game is capable of displaying, but can't ever eliminate the limits.

    1. Re:Not a problem anymore by WhoBeDaPlaya · · Score: 1

      Well, it's certainly not infinite, but have you met the Serious Sam series? ;)

    2. Re:Not a problem anymore by Anonymous Coward · · Score: 0

      I've played Serious Sam and Second Encounter, and IIRC in both games the bodies disappear.

    3. Re:Not a problem anymore by masterzora · · Score: 1
      If a game does have infinite enemies it must have disappearing bodies or someone is going to spend ten hours killing enemies to make it crash, just because they can.

      But why is that a problem? It's certainly not normal use, so nobody would run into it unless they tried and the person who is trying to isn't really problematic at all. It's only when it's likely to crop up in normal play that it's a problem.

      --
      Remember, open source is free as in speech, not free as in bear.
  14. Kerrect! by way2trivial · · Score: 2, Funny

    try playing the level 30 of doom with monster respawn in god IDDQD mode.... in about 10-20 minutes it will crash.. too much information..

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  15. Let's play Doom again. by kabocox · · Score: 2, Interesting

    With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.

    Any one remember playing the original doom and getting to that one map where it was you and a massive room full of demons? I cheated to get through it. Now we can have hills of demon corpses. O.K. They most likely mean human corpses, but that's the least interesting to me. Unless they are thinking about decomposing corpses and how long it takes which could be very interesting game play in where a massive battle field that isn't cleaned up spreads disease and what ever troops are around that battle field end up dead.

    Another thought would be revisiting the same areas/maps where previous battles were fought and the dead piling up over the generations the map has been used. Think of the dead becoming just part of the background or that they you have to bury them or burn them to prevent disease and end up making a new map if played several times.

    1. Re:Let's play Doom again. by Chabil+Ha' · · Score: 1

      What and have it *really* be "Knee Deep In the Dead"?

      --
      We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
    2. Re:Let's play Doom again. by Anonymous Coward · · Score: 0

      perhaps you are referring to Doom 1, Episode 4, Map 2 "Perfect Hatred"? That was one of my favorite levels, and it was great fun to let the cacodemons fry the zombies. It was a bit difficult, but certainly beatable. Of course, D1E4 had plenty of maps overfilled with demons - it was just really hard to get far enough to see most of them.

  16. realism by TheSHAD0W · · Score: 1

    I'm waiting for the simulated typhus and bulbonic plague epidemics now.

  17. In doom 2, the bodies MOVED! by Prien715 · · Score: 1

    My favorite part of doom 2 was whenever I turned around, the corpses always had their feet facing me. Moving behind my back, sneaky undead....

    --
    -- Political fascism requires a Fuhrer.
    1. Re:In doom 2, the bodies MOVED! by necro2607 · · Score: 1

      Yeah, the game used sprites for monsters/items as opposed to 3d models, so they only drew one "dead" state graphic for each monster.. Which led to breaking the whole "suspension of disbelief" situation when the supposedly lifeless shotgun-blast-ridden corpses around you were magically rotating to face you at all times... :)

  18. Commander Keen.. by QuantumG · · Score: 1

    Tom Hall, Commander Keen's designer, made it a priority that kids see the consequences of their actions. Killing those evil little robots left their corpses rusting on the platform.

    --
    How we know is more important than what we know.
  19. ...corpses as far as the eye can see... by iggy_mon · · Score: 2, Interesting
    but will they render 400,000 dead?

    http://en.wikipedia.org/wiki/Darfur_conflict

    Estimated number of deaths in the conflict have ranged from 50,000 (World Health Organization, September 2004) to 450,000 (Dr. Eric Reeves, 28 April 2006). Most NGOs use 400,000, a figure from the Coalition for International Justice that has since been cited by the United Nations.

    i'd rather they didn't lay around. it's nice to see the payoff for good play but this is supposed to be a game not an experiment in psychology (i'm guessing here, maybe it is :-)

    --
    --iggy_mon - www.ananonymouskiller.com - Die Trying -
  20. Re:The luxury of corpses as far as the eye can see by silentounce · · Score: 0, Offtopic

    And you will know us by the trail of dead
     
    I always loved that quote.

    --
    There are many tongues to talk, and but few heads to think. -Victor Hugo
  21. Not really a recent thing by Jerf · · Score: 2

    We've had this capability for a while. And I don't even mean "I've seen it in other games"... I really mean that we could have been doing this for a while.

    The problem is that even as consoles improve by a factor of 10, game designers/programmers/whoever decides the features try to improve the graphics by a factor of 11. Witness the PS3 games that have framerate troubles... forget console fanboyism, forget everything like that, that is nothing more and nothing less than bad judgment by the game developer and biting off more than they could chew.

    Forget about the extra power to display corpses... despite our gaming rigs having more power than I would ever have dreamed of in my childhood, we still have games that can't keep up 30fps. I'd rather see more attention payed to that than corpse retention.

    1. Re:Not really a recent thing by zyl0x · · Score: 1

      This is very true and aggravating. It's doubly worse for the PC world. Computer graphics and performance are increasing exponentially. Instead of using these expanding resources more efficiently, by adding new features or enhancements to already great game design, PC devs instead use up as much resources as possible.

      This is why all the new PC games have "Minimum 3.2ghz 1024mb RAM" on the box. It's downright wasteful.

      --
      Blerg.
    2. Re:Not really a recent thing by necro2607 · · Score: 1

      No kidding, I've been griping about this for a long time now. I'd like to see game developers spend this huge CPU/graphics capacity for ultra-realistic physics, extremely high quality audio effects, advanced character AI (I'm talking ADVANCED, not the procedural pseudo-"AI" we have in games now), and most importantly, more details storyline and "universe/world" development.

      Of course, all of these things are not really tied to technological limits, but rather the limitation of the people developing the game and their ability to push their creativity and imagination.

      Huge effort is spent to create these great graphics (and I admit, recent games have damn nice graphics), but as I'm sure is being said a lot recently, they are not putting that same kind effort into interesting storylines and gameplay that triggers your imagination and allows you to really get into the game and the world/environment it has to offer.

    3. Re:Not really a recent thing by phrasebook · · Score: 1

      It's downright wasteful.

      But that's what the developers think too, when contemplating whether to spend 6 months on optimisations for your P4, knowing that in another 6 months your Core 2 Duo will run the game much faster anyway. :-)

  22. Yeah That's Always Bugged Me... by Greyfox · · Score: 2, Insightful
    In a lot of games where the corpse IS left around none of your enemies ever seem to take note of it. Oblivion made a halfhearted attempt to for town guards but it didn't seem like any of the monsters in the game would ever notice their tribe/packmate lying there in a pool of his own blood. Likewise in WoW a patrolling mob will walk right over the corpse of one his (presumably) friends without even blinking.

    I'm all for stacking the dead up chest high in the game but if you're going to do it then you should also make the in-game characters react with horror or whatever's in-character for them.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Yeah That's Always Bugged Me... by Jim+Hall · · Score: 1

      In 'Thief' and 'Thief 2', if you left a body on the floor and a guard found it, they'd react by coming to look for you. And they'd look hard - not like when they heard you make a noise, and they'd give up after a minute or so, thinking they'd heard a mousefart or something. No, if they saw a body, the jig was pretty much up.

    2. Re:Yeah That's Always Bugged Me... by bcmm · · Score: 1

      I always thought that was a major issue for the stealth-based parts of Deus Ex. Guards would simply ignore them and go about their patrols, whereas if they saw the player they would sound the alarm. It also irritated me that one could throw unconscious people into water, and they would remain unconscious rather than dead.

      The best handling of NPC reaction to dead bodies has got to be the Hitman series. They stop dead as if shocked, then run and hide, shout to alert guards, or start glancing around nervously with a gun drawn, depending on character. Altogether the actions of players are done very convincingly (occasional glitches, such as stopping and staring at Mr 47, aside), giving an impressions that they are genuinely a bit panicked by the situation rather than just coldly trying to escape or find the perpetrator.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
    3. Re:Yeah That's Always Bugged Me... by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      Worse than that, you can attack a group of three monsters on patrol (e.g. the goody goody centaurs near the tauren lands), quick-slaughter one and run away before the remaining 2 can kill you. Run far enough and they give up and return to what they were doing, and where, which means they march back to where they were on their patrol point and continue.

      So you see the idiotic spectacle of supposedly intelligent and goody two-shoes creatures reassembling on top of the corpse of their now dead companion, and ignoring him and continuing on with their patrol. Not aborting the patrol and returning to base because 1. they're under attack and 2. they need to report, which is the entire point of the patrol given they don't have walkie talkies.

      Stupid. But CoH is no better with you attacking bad guys in bases while their buddies stand 30 feet away and do nothing, even though they clearly see and hear the fight.

      Why are there no "hard" online games? Yeah, I know the market for competent people is mighty small compared to that of bumbling buffoons, but some of use want an MMORPG equivalent to Serious Sam on Serious mode.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    4. Re:Yeah That's Always Bugged Me... by elrous0 · · Score: 1
      Oblivion made a halfhearted attempt

      I was working on a mission in Oblivion a couple of weeks ago and had a funny moment. I got attacked by some bad guys in a house in town. I run out into the streets and the town guards make quick work of them. I come back days later and the bodies are still there in the street. One of the town guards walks by, sees one and says something like "There must be a murderer about." Not very realistic, but funny.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:Yeah That's Always Bugged Me... by Speck'sBacon · · Score: 2, Informative
      For a console game that gets this more or less right, see Metal Gear Solid 2 and up (and the GameCube MGS: The Twin Snakes). Bodies can still disappear for garbage collection under 2 conditions:
      • The body is discovered by a guard, who presumably checks the body's pulse, and when he finds him dead, the body is cleared from the playfield, and he guard radios in the alert.
      • The body was a member of an attack team sent in to find and attack your character during an alert. The bodies are cleared to keep from cluttering the area, and to make consessions for RAM limitations since reinforcements will continue to arrive for each attacker killed until a preset limit have been taken out, or you manage to elude your pursuers for a set amount of time.
      Soliders will notice the dead or unconscious, and react accordingly, so hiding these dead or KOed soliders in lockers, dumping them over the side of the ship, or hiding them behind those crates over there, etc. becomes important. And if you opted to go non-lethal, you need to often act quickly since the soldier will wake up at some point, and either call in an alert, or go back to his partol route (depending on how he wound up unconscious). There are limitations, but the developers worked well within them I think.
  23. dont worry dude, by JeanBaptiste · · Score: 1

    in the game of 'Real Life' the corpses only stay around for a limited time, just as in the article discussed. It can take a while, depending on the climate, and on other player characters, but corpses are generally removed one way or another.

  24. Thief,Splinter Cell,Painkiller. by Anonymous Coward · · Score: 0

    The Splinter Cell series also had this requirement.

    "I can't really see any way of ussing persistand corpses as anything more then a gimick."

    In Painkiller you could get a special gold coin if you kept a body in the air long enough.

  25. Idi Amin? by Anonymous Coward · · Score: 0

    Idi makes great ice cream!

  26. On second thought. by Short+Circuit · · Score: 1

    On second thought, you'd want the bodies to be semisolid, where a player could sink into them. The more embedded you are in a corpse (or stack of corpses), the slower you'd move. (Or the more likely you would be to trip.)

  27. corpses as game elements by ivar · · Score: 1

    It's been done before - the old school game Centipede used corpses as key game elements. So much so in fact, that a large part of the game was corpse management.

  28. Baldur's Gate Dark Alliance by sottitron · · Score: 1

    The first game I noticed this in was BG DA. I remember being impressed at the time... Even when you save the game, and return, your enemies lie slain where you left them.

  29. I'm waiting for a game where you... by exp(pi*sqrt(163)) · · Score: 1

    ...survive at sea by making a raft of bloated bodies like in Rome or Watchmen.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    1. Re:I'm waiting for a game where you... by SomeGuyFromCA · · Score: 1
      --
      if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
  30. Good thing there're no graphics in Slash'EM by Bambi+Dee · · Score: 1

    When you can carry, wield, throw, sacrifice, eat, partly eat and refrigerate corpses, when you can turn them to statues or feed them to your pets or put them in tin cans and lob those at your enemies as well, and when it matters whether or not you're wearing gloves, and when rotting corpses can give you food poisoning or turn you to slime (among more beneficial effects), and when mold and fungi grow on them and you can observe vampires drink their blood...

    ...then the present will finally catch up with roguelikes in one area.


    PS: Yes, I know there's Vulture's, and all those tile modes. But really, how can you tell what anything is that way? :}

  31. For what it's worth... by Anonymous Coward · · Score: 0

    I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

    Tried it once in a Quake mod. Sucked balls. Perhaps it's just because Quake wasn't designed for it, or that the games interpretation of the real world (WRT Physics etc) was so off, but having loads of extra obstacles where nobody planned for them made getting around an awkward pain in the ass and added nothing but frustration.

    1. Re:For what it's worth... by Short+Circuit · · Score: 1

      Quake's models weren't designed for it. If their bounding box was significantly lower, having additional entities of MOVETYPE_SOLID wouldn't have been a problem.

      (I used to mess around with QuakeC.)

    2. Re:For what it's worth... by Zanth_ · · Score: 1

      Tenebrae Quake http://tenebrae.sourceforge.net/ has this problem. Bodies (or at least some) become immovable, but indestructible. Makes for an annoyance more than a "feature." Still, it is a wonderful mod of Quake and has me playing the game nightly.

  32. Tantive IV by Anonymous Coward · · Score: 0

    Leia's ship in SW: Battlefront 2 is where I most wish bodies came into play.

  33. This wasn't what I had in mind with ragdolls by Animats · · Score: 4, Interesting

    I'm responsible for some of this. Here's the first ragdoll falling downstairs, from 1997. Yes, that's how that cliche started. I'd written the first ragdoll system that really worked right, so it was time to make demos. The first try had six-legged bugs dropping through a funnel, which is tough technically but not very interesting. Then there was the big mecha toss, to show that we did heavy objects right. (Most game physics systems still get that wrong. The physically animated objects all move like they're very light. We call this the "boink problem". There's a cube/square law in contact handling that's not captured by the impulse/constraint systems.) So I was looking for a hard case that exercised the system and was way beyond what anybody else could do back then. The fall down a circular staircase was it. It's a tough multiple-collisions problem with friction against multiple surfaces, and contact computed against the polygonal geometry, not some oversimplified model. Every step and every stair railing is an individual object; the feet can slip through the space between the railings.

    After we did that, everybody did ragdolls falling downstairs. It got to be a cliche, like caustics on shiny logos. One vendor in the early 2000s had a waterfall of bodies falling downstairs as a GDC demo.

    Our original plan was that this was a step to physically-based character animation, where the chararacters really balanced and moved because their feet had friction with the ground. My eventual goal was real martial arts moves, where the throws really were throws. But the industry went off in a different direction - motion capture with interpolation. This provides a reasonably good look without having to solve all the control problems of robotics. The companies trying to solve the hard problem went bust, even after some systems that worked, so that didn't seem to be a direction worth pursuing.

    So what did we get from game physics engines? Dead bodies. As CPUs got faster and the algorithms improved, lots of dead bodies. Then, "infinitely destructible environments". Disappointing.

    1. Re:This wasn't what I had in mind with ragdolls by ricotest · · Score: 1

      NaturalMotion essentially does what you're describing - it uses robotics and AI to have characters generate procedural animation in reaction to whatever is around them. They might fall over or trip realistically, catch their fall on a nearby wall and push themselves back up, etc. Lots of films are already using the technology, in addition to LucasArt's new Indiana Jones game.

    2. Re:This wasn't what I had in mind with ragdolls by Animats · · Score: 1

      NaturalMotion is a step in that direction, but not a very big step. That's a somewhat brute-force learning system, and those peak low. You need a little more abstraction than that. But it's progress.

      They're about the third company to try that. Other companies are MotionFactory (defunct, very planning-oriented) and Boston Dynamics (doing OK, mostly selling to DoD).

      It's a hard problem, but more CPU resources help. I spent some time on it around 1994, at 20 MIPS, and it took hours to simulate a few seconds. It was just too early. Today, though, the hardware is here.

    3. Re:This wasn't what I had in mind with ragdolls by ardor · · Score: 4, Insightful

      From your site:

      "Our technology for high-quality ragdolls is patented. This broad patent covers most spring/damper character simulation systems. If it falls, it has joints, it looks right, and it works right, it's probably covered by our patent."

      Thank you for stifling innovation yet again.

      --
      This sig does not contain any SCO code.
    4. Re:This wasn't what I had in mind with ragdolls by OglinTatas · · Score: 1

      Bravo to you, I say. (seriously) Way back when, when I was looking for a flight simulator game to play, I ended up with Flight Unlimited because their game solved (simplified) fluid equations rather than using data table lookups for how the planes behaved in different conditions with different control settings. That way ANY model you could describe could be flown in the game. (I never did get any expansion planes though.) For the same reason, I appreciate your efforts

    5. Re:This wasn't what I had in mind with ragdolls by Animats · · Score: 1, Insightful

      Those who can, do. Those who can't, whine. It's a hard problem. There were some spectacular failures in the early days of game physics, the most notable being Trespasser, the licensed Jurassic Park game. That was the first attempt at a major physics-based game, and it was a disaster. The Trespasser post-mortem (Gamasutra login required) describes what went wrong and who blew it. Dreamworks lost a lot of money on that debacle.

    6. Re:This wasn't what I had in mind with ragdolls by ardor · · Score: 3, Insightful

      Its not that you patented your specific technique. Its the fact that your patent is broad. So with it you block any chance for high-quality ragdolls in games unless they use your solution.

      So, now, those who can, are not allowed to. Its that simple.

      --
      This sig does not contain any SCO code.
    7. Re:This wasn't what I had in mind with ragdolls by Anonymous Coward · · Score: 0

      You suck.

    8. Re:This wasn't what I had in mind with ragdolls by Anonymous Coward · · Score: 2, Insightful
      Those who can, do. Those who can't, whine.

      I think the gp's point was precisely that, thanks to you, nobody can any more.
    9. Re:This wasn't what I had in mind with ragdolls by Anonymous Coward · · Score: 2, Interesting

      Oh boy. The patents are VERY broad, and cover all spring equations that don't follow Hooke's law - including equations that are not yet invented! So if I invent one, YOU steal it right away with this patent!

      For all intents and purposes, this is a dangerous patent, and should be invalidated or at least narrowed down ASAP.

    10. Re:This wasn't what I had in mind with ragdolls by Jaxoreth · · Score: 1
      Our original plan was that this was a step to physically-based character animation, where the chararacters really balanced and moved because their feet had friction with the ground. ... But the industry went off in a different direction - motion capture with interpolation. This provides a reasonably good look without having to solve all the control problems of robotics.

      So what did we get from game physics engines? Dead bodies.
      I don't understand why we don't just use motion capture there as well.

      --
      In general, it is safe and legal to kill your children. -- POSIX Programmer's Guide
  34. The good ol' days... by lpangelrob · · Score: 1

    Why, when I played videogames, all the enemies I killed either got smashed flat and disappeared, or flipped upside down and fell off the bottom of the screen. Young whippersnappers making things complicated...

  35. DMing by mparker762 · · Score: 1

    Reminds me of a funny story a friend told me (though it may not have been original). A group of them were running in a dungeon and ran into a locked room, and peeking under the door revealed that it was full of gold statues and jewels, and it was obvious that the key was going to be at the bottom of the dungeon. The DM had given them a teleport pad for running back to town for supplies and R&R, and they had left the other one back in their room in the inn. So one member teleported back to the room, then hoofed it back to the dungeon with the teleport pad. They slid one under the door and set the other one up on the wall in another room, and proceeded to toss fireballs at it while avoiding the gushing gouts of molten gold coming back at them. Waited till it cooled, then the fighters chopped it into pieces and loaded it into their packs, and everybody headed home. Halfway home they were all knocked unconscious by a passing level 18 wizard on a flying carpet who then stole their gold, because the one thing a good DM can't stand is being a Monty Hall.

    The DM decided to "fix" the previous problem by enforcing PE=KE so you couldn't use the teleport pad until you were near the bottom of the dungeon so the potential energy between the two was very low. Unfortunately the next trip while crossing a lake high up in the mountains the guy carrying the teleport pad got killed and fell in. The (walled) town promptly filled up with boiling water from the lake, turning it into a very large bowl of halfling stew.

    Fun stuff. Computer RPGs just don't quite compare.

  36. It really does change the feel... by localman · · Score: 2, Interesting

    I remember a couple of hacks in Unreal Tournament that allowed you to keep bodies (and body parts) around as long as you wanted, as well as to keep blood stains, bullet holes, and powder burns on the walls and objects as long as you liked. Friends and I would crank them all the way up and play a small-room deathmatch. It actually made me queasy at points. By the end of the round the place looked like a slaughterhouse in hell. It was pretty damn disturbing.

    And, uh, I loved it :)

    There was still a technical limitation though, if you set it to keep them permanently and played a long round, your performance would degrade considerably over time.

    Cheers.

  37. Dead bodies in WoW by Shadowruni · · Score: 0

    All I can say is that watching the dead in Stormwind and Ironforge last weekend as Krull rained hell and bodies was by FAR the most hard-core thing I've seen in a long time....

    --
    "Chinese Amazons, power armor, laser swords.... things just meant to be." - Shampoo, A Very Scary Bet
  38. HackQuake by necro2607 · · Score: 1

    Yeah, even worse, Quake wasn't released for Mac until 1997 or 1998 or something.

    Before its official release for Mac (after being ported by MacSoft), all we had was an illegal source port compiled by some guy[s] who supposedly stole the source code (from Crackdotcom if I recall correctly) for the game and tweaked & recompiled for Mac OS (I can't verify the accuracy of this story unfortunately, but I vividly remember discussing it with various people on Hotline, THE way to get warez for Mac OS in the late 90s)...

    Anyway, it was unstable as hell, and the particle/light effects were REALLY laggy. I had to get modified rocket/grenade models that removed the particle effects so the game wouldn't slow to a crawl whenever someone fired a rocket.

    For historical purposes, the illegal source port was generally referred to as "HackQuake" and was basically a direct port from the DOS/Win95 version, with no Mac OS specific user settings at all, other than any under-the-hood stuff that allowed the engine to run properly on Mac OS. There was no support for 3d acceleration either, of course. Either way, it was the only way for Mac users to get their Quake on. Fortunately it connected to all the Windows dedicated servers with no problem (other than some crashes of course), and I can tell you the Mac underground kicked some Windows-user ass well before we even had a commerical release of the game.

    Man, I didn't mean to write such a long post but I thought some people might find it interesting. :)

    1. Re:HackQuake by necro2607 · · Score: 1

      Just to further a bit on the part of my post where I talked about the Quake source being stolen from Crackdotcom, I managed to find a web page which discusses a bit about that:

      Quake for OS/2 - article from 1997

      As an added note, Crackdotcom is no longer in business.

    2. Re:HackQuake by TDyl · · Score: 1

      That was bloody interesting to me, a win gamer.

      On a slightly tangential topic: I have an AMD64 2gHz 1gig Ram setup. I play win games - guild wars, painkiller, MoHAA, CoD etc. Could I play these successfully if I switched to a Linux distro with Wine? I have no idea, no knowledge, but I want to leave the win os setup.

      --
      Todd: I hope it proves as delicious as the farmers that grew them
  39. Even the old Castle Wolfenstein kept the corpses by MillenneumMan · · Score: 1

    I can remember being unable to move out of a corner after a particularly busy gunfight because the bodies were piled so high around me.

  40. Resource usage of dead bodies. by antdude · · Score: 1

    Having the bodies last forever would easily use memory and other system resources.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  41. Nemesis the Warlock anyone? by RaymondInFinland · · Score: 1

    Nemesis the Warlock (at least the Commodore 64 version) left the dead bodies of slain enemies on the screen until you completed the level. They were even integrated into the gameplay because some levels had you make a bridge out of bodies to reach the other side of some platforms...

  42. Nemesis the Warlock by necronom426 · · Score: 1

    Nemesis the Warlock on the C64 used to leave all the dead bodies on the screen. You could stand on them all and "build" piles to avoid the attacking baddies.

  43. Eve-online by mknewman · · Score: 1

    I've been playing Eve and it leaves your frozen bloody corpose laying around for quite a while after you die.

    1. Re:Eve-online by Bananas · · Score: 1

      Except they all uniformly weigh in at 200kg. Looks like the universe of Eve needs to go on a diet.

    2. Re:Eve-online by Anonymous Coward · · Score: 0

      Who can forget Everquest? Plane of Fear, after a bad break-in attempt ... corpses everwhere.

    3. Re:Eve-online by mknewman · · Score: 1

      Remember, your 'corpse' in Eve includes the remnants of your Pod, which is why your mass is so high.

  44. No One Lives Forever by MrNiceguy_KS · · Score: 1
    No One Lives Forever also used dead bodies in the gameplay. If no alarms were sounding and a guard stumbled on a corpse, he'd often crouch down and say "Are you OK?" or something like that, before standing up and shouting for the guards, or sounding the alarm. If there were several bodies, they'd react differently. Some of the levels also had security cameras. The alarms would go off if you'd leave a body in camera view.

    If you haven't played it, you should. It's a truly great game. Imagine playing a cheesy 60's spy movie. It's also one of the funniest games I've ever played. Sneaking through the evil organization's warehouse and overhearing minions talk about the last mad scientist overlord they worked for, or planning a jam session after the shift. Truly classic.

    --
    Redundancy is good And also good.
  45. ESRB a major factor by Anonymous Coward · · Score: 0

    The condition/availability/vulnerability of dead bodies is supposedly a major factor in how the ESRB rates a game - Teen, Mature, &c. Otherwise realistic games will tone down simulation on dead bodies in order to avoid a Mature rating, which can seriously effect sales.

  46. M2TW by jjohnson · · Score: 1

    Medieval 2: Total War leaves bodies on screen, and some impressive images can be achieved. After a hole is knocked in a castle wall, the attacker tries to surge through it, while the defender rushes bodies in to block the gap. After each side has lost 3 or 4 units in the battle, the hole literally looks as plugged up with corpses as it did in the movie Kingdom of Heaven.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  47. fear and surprise! by davido42 · · Score: 0
    Well, in "real life"(tm), martial artists "scream" (or rather, "kiai" or "kiap" depending on the language/style of martial art) to throw off an attacker, generate inner power, cause fear in the opponents, and all that good stuff.

    So.. this isn't farfetched at all or novel. Now, screaming "like a woman" OTOH, I imagine many martial artists would say they kiai in a rather manly fashion. heh heh

    http://www.bitworksmusic.com/

    --

    BitWorksMusic.com -- odd tunes for odd times

  48. what games are missing right now is by sentientbrendan · · Score: 1

    fully destructible bodies. They've recently been adding destructible environments, i.e. environments where pieces of buildings blow off, solid volumes can be shot apart in chunks, etc.

    What I haven't seen is any effort to make people die realistically. The most that is usually visible is a spot of red where the bullet hit, and some red painted on scenes behind. When someone is shot by a machine gun... or a tank for that matter, this is not what happens. A realistic portrayal of this would be a good deal more gruesome than any existing game, and I'd be interested if people could actually stand to play such a game. I suspect that one of the reasons for not making such a game, aside from the fact that walmart would never carry it, is that most game produces suspect the answer to that question is no. Still, I'm curious about what would happen.

    1. Re:what games are missing right now is by Anonymous Coward · · Score: 0

      If I'm remembering the correct game, Soldier of Fortune (2000) did this. You could blow a guy's arm off with a shotgun and see flesh dangling off the bloody stump while he screamed in agony. You're right: I couldn't stand to play it. Made me physically ill.

    2. Re:what games are missing right now is by geekoid · · Score: 1

      Realistic death is never as dramatic or interesting as cinimatic death.
      With the exeption of trining programs, I doube ever really want to see realistic deaths.
      I won't say there boring... but they are differents.

      For some reason, seeing a guy just falldown and die is both incredibly powerfull emotionally, yet not much physically happens.

      Yes, there are exceptions to this, but overall it's true.

      WHen someone is killed via a bullet, thye just dfall down in most cases, and in my games, I want to see a mid air spinning backflip. Ideal the person head will also hit something hard.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  49. This article is backwards by Anonymous Coward · · Score: 0

    Sure, when you go as far back as old NES and SNES games, you notice that bodies had to be removed in order for new enemies to make their way onto the screen. But in the last 12 or so years, it's been entirely the other way around. Games like Wold 3D and Doom could display dead bodies forever--they simply weren't removed at all. That trend continued with practically every game up until 2003/2004. It's only the extremely graphically intensive games such as Doom 3 and everything released afterward that remove dead bodies in the interest of increasing framerates. If anything, with new technology we seem to be moving AWAY from being able to keep dead bodies lying around forever, not towards it. And you can bet that the new next-gen consoles won't try to revive the old days of Doom, where your fallen enemies remain where they died until you leave the level. Developers are trying to squeeze EVERY last bit of grunt from the platform, and in order to have more polygons in the LIVING characters and weapons, they have to be diligent about removing things that no longer affect the gameplay, such as enemies you've already neutralized. I'd love to be proven wrong, because I tend to think bodies help you to work out where you've been when you're a little lost... but it don't see it happening.

  50. Are computers really that fast? by argent · · Score: 1

    I spent some time on it around 1994, at 20 MIPS, and it took hours to simulate a few seconds. It was just too early. Today, though, the hardware is here.

    Are today's processors really that fast? You're talking about on the order of 1000:1 speedup to get real-time ragdoll physics in 3d if it took hours to get seconds a decade ago.

    1. Re:Are computers really that fast? by Animats · · Score: 1

      Originally, I was using Working Model, from Knowledge Revolution. On hard problems it was painfully slow, and that was a 2D system. The problem just wasn't well understood in 1994. Then from 1995-1997 I wrote Falling Bodies, which was almost real-time for single humanoid characters at 200 MIPS. Since then, there's been steady progress.

      The algorithms in wide use today aren't really that good, though; accuracy has been sacrificed for speed. That's why most ragdolls don't move quite right. The computational load difference between "looks sort of OK" and "is within the noise threshold of being physically correct" is maybe 10x.

    2. Re:Are computers really that fast? by jeti · · Score: 1

      Using the basic math tutorial, I've measured up to over 6000 FLOPS for the GPU of a Quatro FX 4500 card.

  51. Lugaru was interesting... by SanityInAnarchy · · Score: 1

    Keep in mind that this is a game with kung-fu bunnies and wolves. Generally, you are an anthro-bunny, fighting other anthro-bunnies or anthro-wolves. So, it's like human combat, except wolves can run insanely fast (and are viciously strong), and bunnies can jump incredibly far (think like Superman before he could fly).

    Corpses in Lugaru do stay around, until you win -- and it's very realistic in a few other respects, too. For instance, if an enemy died from blunt trauma, there might be a bit of blood from where you kicked his teeth out, but it's not really a pool of blood unless you've stabbed or slashed him to death with a sword or knife.

    Once you've got a corpse on the ground, you can move it either by kicking it, or by doing a "finishing punch" -- lifting it with your knee and punching it, sending it flying.

    Now, you can be quite a ways away and still see an enemy, but the enemy will just walk past the corpse. Or, you can throw a corpse at them, but if you miss, they'll be completely oblivious to the corpse flying past. This probably has to do with the stealth element -- while you CAN beat enemies down with fists, swords, or staves, in some situations it's easier to sneak up behind them and slit their throat, or perform a similar "stealth" finishing move. You always have a split second between when they get the feeling something's wrong (maybe drawing a knife), but still don't know where you are, in which you can still do the one-hit stealth kill -- and in fact, since wolves will smell you from a short distance away, the only way I know of to stealth a wolf is to simply jump from out of range, land right behind them, and immediately slit their throat.

    So, I'm assuming that it's because of this stealth-conscious AI -- that they might hear your footsteps or smell you if you're too close, but they'll completely ignore you at range -- that explains why if you're far enough away, they'll completely ignore their fallen comrades, whereas if you're close enough, they'll see a corpse and run to it, check it, then get panicky and start looking around for you (making it much more likely that they'll spot you). Unfortunately, this is kind of ruined by the fact that after looking for long enough, they'll forget about you and keep walking along their circular path -- eventually looping around to where they "discover" the same corpse again, panic again, still don't find you...

    It does make for entertaining concepts, at least. Any body, living or not, can be used as a weapon. For instance, enemy A tries to punch you from the front as enemy B is approaching from behind... you grab enemy A's punch (in a counterattack), throwing him over your shoulder at enemy B in a bit of jujitsu, knocking enemy B over. Or, you run straight at enemy A, double-kicking him into an enemy B behind him. Or, divide and conquer -- kill enemy A, then bring his corpse with you and punch it towards enemy B. A corpse is easily the deadliest ranged weapon, because on earlier levels, it will generally knock them out, and in any case, they don't try to dodge it, whereas they can dodge or even catch a thrown knife, or if they survive it, they can pull it out of their chest (still dripping with blood) and use it against you.

    My only complaint against Lugaru is that it's too short, but they are making a sequel, and I imagine that if the sequel is anywhere near as good as the original, the industry will start to take notice.

    --
    Don't thank God, thank a doctor!
  52. Not actually that new. by SanityInAnarchy · · Score: 1

    The first time I played through Half-Life, it was like this. Pretty much every corpse or bullet hole, likely up to some predefined limit, stayed where you left it, even if you went forward a level and then back, or saved the game and reloaded. It was just part of the environment.

    Same with Half-Life 2, by the way, although they do seem to get rid of corpses of things that spawn infinitely (like Antlions) -- although I don't remember actually seeing the corpses fading, and I imagine they try to do it when my back is turned.

    Lugaru is a nice little game -- for $20, you get a game that can be beaten in a couple of hours, but aside from the length, it's the best fighting game I've ever played. And while there generally aren't many enemies, all bodies (including corpses) are solid enough that if they're moving (you throw, punch, kick, or bat them with a staff to get them to go where you want them to), they can smack into other enemies. So, two enemies running at you (one in front of the other), and you can knock the first one into the second, injuring both and knocking them to the ground.

    Not to mention the sheer fun of some moves like "Death From Above" -- landing on an enemy's head, stomping them to the ground.

    --
    Don't thank God, thank a doctor!
  53. Unexpected surprise rolls by Macgrrl · · Score: 1

    We had a running gag in one campaign where the standard attempt to initiate a surprise check we to point and say "Look it's the Good Year Blimp", generally this only occured if we were already engaged with th epotential combative opponents. The DM would roll a d100 check to see if they looked for the Blimp (it being an anachronism and all). The one time it actually worked, I think the DM was more surprised than the mobs.

    Same campaign we used to roll; 'check for traps', 'check for secret doors/hidden', 'check for stoats'. One time the DM got so sick of us checking for stoats that he said we found one. One of the party members did a successful charisma check to tame it and we used to send it in ahead to check for traps after that.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  54. Dawn of War by miro+f · · Score: 1

    let's not forget you can turn on persistent corpses in Dawn of War. Nothing like having a huge battle and leaving a trail of corpses. Of course, you needed a decent pc to show it

    --
    being vague is almost as cool as doing that other thing...
  55. What is a DM? by Anonymous Coward · · Score: 0

    What is a DM?

    1. Re:What is a DM? by hesiod · · Score: 1

      Dungeon Master, the storyteller of a D&D game.

  56. Red Faction by Anonymous Coward · · Score: 0

    People mention the bushes you can't destroy or ride over without flipping. Anyone else remember Red Faction?

    When I played it, a quick couple day game rental for the ps2, I remember the cool factor of being able to blow holes through walls. I would load up multiplayer and just sit there trying to dig a tunnel with various guns. (didn't take long to run into the limits though)

    The best moment for me was when I was sneaking through some small tunnel and I came out on top of these pipes... below me was a couple guys but in front of them there was a long bridge. On the bridge there were tons of soldiers marching along with a big huge death machine vehicle riding along. I had a handy dandy rocket launcher I'd just picked up. What did I do? I blew out the sides of that bridge. What happened? the whole group just fell. Bye bye guys :)

    Where was THAT sequence in halflife 2??? :>

    Every game needs to be like that (without the limits). Imagine playing the old tfc in 2forts. You're a demo, you can either go in the front... or go in through the water.

    Well if it were like Red faction(with a twist), suddenly you could... blow a freakin' tunnel out the side of your fort, through the wall, all the way down to behind their flag, break through, steal the flag and run it back, closing your tunnel with more explosives on the way out.

    The bridge would really be a no man's land when you blow half of it up, lets see the scout dodge those big freakin' holes. (erm oh wait he'd just conc oh well ;)

    Playing bf2142 on the verdun map? titan mode? need to get through that big ugly wall in the center ? Simple, use your tank, blow a big freakin' hole in it and drive through.. simple and fun.

    The point is.. what happened to this promise? The promise we'd have more games like Red faction? We don't need the dead bodies, give us environments we can really change.

    1. Re:Red Faction by ardor · · Score: 1

      Well, blowing holes into walls should be hard to achieve in the game, otherwise the map looks like swiss cheese after a while. Consequently, destructible environments are a nightmare for balancing.

      --
      This sig does not contain any SCO code.
  57. Duke Nukem 3D by Lars+Clausen · · Score: 1

    This posting requires mention of Duke Nukem 3D, where not only did corpses stay on the ground as solid objects, if you walked over them, you left bloody bootprints for a while. That game had so many details right.

  58. What about MUDs? by Askmum · · Score: 1

    I remember playing a LPMUD once where the recurring cleanup was switched off.
    You would come in the next room and you saw:
    a dead orc
    a dead orc
    a dead orc
    a dead troll
    a dead orc
    a dead orc
    a dead orc
    5 gold coins
    a dead orc
    a dead troll
    a dead orc
    a dead orc
    a dead orc
    a dead troll
    a sword
    a sword
    a dead orc
    a dead orc
    a dead orc
    a dead troll
    a dead orc
    a dead orc
    5 gold coins
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a shiny armour
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead troll
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc
    a dead orc

  59. Darfur Online by Anonymous Coward · · Score: 0

    Darfur Online, eh? Sounds about as boring as those headlines I skip over every morning on MSNBC.

  60. Re:The luxury of corpses as far as the eye can see by famebait · · Score: 1

    Now if we could just hear de wailing of der women too, it will be perfect.

    --
    sudo ergo sum
  61. Look at the Bones!! by KnarfO · · Score: 1

    Oh the humanity... deathmatching in Doom I was a hoot after a few rounds, and the bodies started piling up in the kill zones! Campers started having second thoughts too, when they got back to their spot and saw what a mess it was. Ah, good times...

    --


    "Creativity is allowing ones self to make mistakes. Art is knowing which ones to keep" - Scott Adams
  62. Re:Scavengers by MavenW · · Score: 1
    In Diablo, certain scavenger types would actually regenerate health by eating corpses of their comrades.

    It made for interesting strategy if you were into that sort of thing. If you got attacked by a mob of these guys, you could just kill one or retreat past a corpse of something you had aready killed. Then as the live ones got too close you only had to damage them until they retreated. They'd go off to feed on the corpse and you could pick them off at your leisure.

  63. The hardware *and* the software is there now. by argent · · Score: 1

    Thanks for the followup!

    So it's really both software and hardware improvements that have done the trick.

    Plus good old "meatball AI", because games don't have to really get it exactly right, they just have to make it look better than their competitors and their own previous generation.

  64. isn't this like old-old-news? by baboso · · Score: 1

    if i remember correctly, and i might as well be mistaken, there are a _lot_ of relatively old games that saved corpses for as long as you could care, the original wolfenstein being one of them (that was actually one of the reasons i started playing it :p). but the list as far as i remember is _long_... wolfenstein 3d rome: pathway to power doom crimsonland the commandos series the hitman series deus ex the total war series ... and these are only the ones i remember now, not counting all the other that are already mentioned in this thread. so why is this "news"? or is my gaming memory in desperate need for a reboot?