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The New Difficulties In Making a 3D Game

eldavojohn writes "MSNBC spoke with the senior producer of a new stereoscopic 3D game called Killzone 3 and highlighted problems they are trying to solve with being one of the first FPS 3D games for the PS3. The team ran into serious design problems, like where to put the crosshairs for the players (do they constantly hover in front of your vision?) and what to do with any of the heads-up display components. Aside from the obvious marketing thrown in at the end of the article (in a very familiar way), there is an interesting point raised concerning normalized conventions in all video games and how one ports that to the new stereoscopic 3D model — the same way directors continue to grapple with getting 3D right. Will 3D games be just as gimmicky as most 3D movies? If they are, at least Guerrilla Games is making it possible for the player to easily and quickly switch in and out of stereoscopic 3D while playing."

2 of 190 comments (clear)

  1. If you can turn it off by Quasar1999 · · Score: 0, Flamebait

    If you can turn the feature off, then it is a gimmic.

    When was the last time you could turn 'color' off in a game? 3D is a gimmic, and the fact they offer you the ability to turn it off WHILE playing means it's not required to immerse you in the gameplay.

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    Programming is like sex... Make one mistake and support it the rest of your life.
  2. Re:Sterio vision is NOT 3D by Nursie · · Score: 0, Flamebait

    Stereo has yet to prove that it really provides any kind of advancement for image presentation.

    Really? It's proven to me.

    Put glasses on, -> image looks much more real and present. It's pretty much that simple, IMHO.

    "You are not even getting vertical parallax,"

    I don't know about you, but my eyes are arranged horizontally. Other than that your argument seems to be "we don't know how to use it yet". OK, cool, it's going to improve over time.