The Case For Surrealism In Games
An editorial at PikiGeek takes the position that gaming's trend toward realism can be detrimental in many situations, with the quest for graphical precision supplanting creativity and uniqueness. Quoting:
"The problem I find most troubling with realism in games is that video games are inherently unrealistic. By definition, even, video games must adhere to some sense of absurdity. In Uncharted, no matter how realistic and convincing the characters and environments may be, the fact is that Nathan Drake can take a hell of a lot of damage, and is a little too good with every gun known to man. In Call of Duty, if realism is such a coveted aspect of the series, why does your character only bleed out of his eyes, and why is damage rarely permanent? The 'game' part of these games keeps them from being truly realistic, and in turn makes them even less believable. Characters like Link, or even Master Chief, are believable in even the most absurd situations, as the worlds that they belong to don't try to conform to the world that we live in."
This tend towards realism was started by Counterstrike, in my opinion. Before that deathmatch was a supersonic brawl over the rocket launcher with infinite lives and team games were similarly fast and chaotic. Now game characters are slooow, you're lucky if you're allowed to respawn, guns are, well guns and environments completely lack lava and floaty platforms.
Also, finally played Portal for the first time this weekend, boy that's one surreal game! (and i'm not talking about the physicsy stuff!)
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Follow John Smith's exciting adventures as he buys groceries, fills out his 1040 and waits in line at the DMV...
How much more real can it get??
Whenever I see people so damn serious about a game - whether it be surreal or otherwise - I know something is wrong.
Don't you guys have better things to do than worrying if the surrealism in games might bring on some unrealistic expectation or whatnot?
the surreal planetoids and environments are definitely starting to trip me out a little. C.R.U.S.H. is one of my favorite games (on my PSP), and Time FCUK certainly held my interest.
Alice deserves an honorable mention.
I guess I thrive on surreal?
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...I need to get back to TF2 so I can finish crafting this Cow Mangler 5000 already.
Wii is not even HD capable console, few people are bothered with that. Their games are non-realistic in low resolution. The lack of realism hasn't affected them much.
The sad reallity is that hardly any of the people that I read about who are leading the big game studios ever talk about what games they play. They don't mention their childhood favorites, and they don't say that they did [blank] in a game cause they used to love that. They really don't seem like gamers at all. They do however seem to realize that if one game does really good and they can copy it fast enough, their next title might stand a chance. It is truly sad...
Whoever wrote this article obviously hasn't played it. Its a game that is astonishingly close to "realism." As, much as possible anyway.
I would simply argue that concessions away from realism in "realistic" titles exist in video games because a mouse and keyboard is a poor substitute for your body and a monitor is a poor substitute for your eyes.
Once we have more "immersive" input/output hardware, the lines between reality and the game world will become blurry.
Agreed. If you're going to create a fictional world of bullshit, don't violate the rules set forth by said bullshit. Immersion in the suspension of disbelief only functions if one remains consistent.
But unlike films, where the creators are in complete control, how do you not violate rules in a game without making it unplayable? One life and thats it, the game is over? You wont win very many fans that way(and that has been done before, it was actually not all that uncommon in the NES era until game companies realized that people absolutely hated it)
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The author of TFA complains that games depict absurd situation in a realistic fashion.
Sounds to me games are plenty surrealist enough already.
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I believe this is the problem perceived when viewing Michael Bay films.
Well, it's one problem with Michael Bay films.
If this were really happening, what would you think?
Planescape tormet ? Surrealist world, even if the gameplay was similar to BG : poor sales. Okami ? Poor sales. The fact is, the *average* gamer massively want something they can recognize and feel acquainted with. Thus the poor sales of surrealistic games.
C. Sagan : A demon haunted world:
http://www.amazon.com/gp/product/0345409469/
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These comments are my personal opinions and do not necessarily reflect the opinions of the other voices in my head.
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But unlike films, where the creators are in complete control, how do you not violate rules in a game without making it unplayable? One life and thats it, the game is over? You wont win very many fans that way
Nethack and other roguelikes are pretty popular despite their harsh no save-scumming policy. The trick is to give the game replay value. Don't make the game exactly the same every time you play it, and it won't be so bad to start over. And if you bend the rules a bit to allow reloading a save game after death, then I think the majority of games out there give you only one life.
Whether it's viable depends entirely on the kind of gameplay you want.
And you shouldn't expect them to. "Realistic" games break realism for the sake of gameplay. Not everyone (and dare I say most people) don't want to play a game where you get grazed in the leg with a bullet and your movement becomes entirely awkward, your character develops some sort of infection and then his leg needs to be amputated in the middle of the jungle with charlies everywhere, then being required to finish the rest of the game with one leg. (surely one person will reply to this begging for that)
It's a game. It's entertainment, and they also have to account for users controlling these characters. Sure games like Call of Duty put in realistic weapons and what have you but it's still not aiming to be a completely realistic combat shooter. In fact I doubt anyone would even think it's trying to be. If you want something "realistic" then I think Arma 2 would be a better choice.
Movies also try to be "real" but when you see Tom Cruise jumping out of helicopters or Bruce Willis driving a car up a ramp into a helicopter all while the surroundings and story are meant to be more or less realistic, you don't go complaining how unrealistic the movie is. It's a movie. it's entertainment. If you want a true-to-life story then look out your Window and watch the mailman deliver the mail.
Surrealism occurs pretty much throughout video gaming.
In a typical JRPG, your party merges into one person, wanders around the map as that single person, then when attached, splits out into a party again, whereupon they take it in turns to trade blows with enemies.
In LA Noire, you drive through the streets of LA like an absolute maniac (at least, if you play the way I do) leaving a trail of destruction, then calmly stroll out of your car and conduct a sober murder investigation.
In Portal 2, a robot tells you you're fat.
The more FPSes are focused on realism, the more the gameplay becomes hiding in a bush for days waiting for someone to walk past. Real warfare is camping.
That's why I prefer indie game companies who bring out really interesting games.
Some I have been playing lately: World of Goo, Cogs Game, VVVVVV.
No affiliation with these games, I just love what they do. They remind me of when games first appeared for the PC, when creativity motivated game design, not the quest for uber realism.
As we know, "its super cool to be uber realistic on hardware because it's just a simulation and not really real. So it's cool that way."...
Gimme a break! Gimme a real game.
I hate to be that person, but that seems to make the game more interesting, if it would allow for variations in the story. As long as I can finish the missions and quests, then why not? Perhaps I might to reload it from the last save point if the injury becomes to big of a problem.
testing out my trending skills
You have three options.
First, don't aim for realism. Allow respawns because that's the way the game mechanic works and you like it that way. This worked well for Quake and earlier games. Why do you get to respawn? Because that makes the game fun. End of story.
Second, make it really hard to actually die. If you do die, then that's it, but generally you won't. Think of Monkey Island. There are only a few places where it's actually possible to die, and you need to try really hard. Or, to make it a bit harder, like Elite, where characters that had something to lose could buy escape pods and would then be able to survive their ship being destroyed (likely in a universe that is approximately 90% hostile spacecraft by mass).
Finally, work the respawning into the story. Have a friendly sorcerer resurrect the player in a fantasy game. In a futuristic game, have teleporters record the person that travels through them so that, if you die, you step out of the teleporter again with none of the experience or items you've collected since then. Or have it so that respawning doesn't really involve coming back to life, but rather taking control of a new person. This works fairly well in the Tom Clancy games.
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your stuffs, I can haz? =)
Regardless of your assertion that EVE had "no consequences" to death, they're significantly higher than the likes of WOW...
Because it gives a referential to your actions, which allows to put them into perspective and make them more meaningful.
You can also better identify with the character you're playing if it's realistic enough.
So it's a very important characteristic to have for a game that involves roleplaying, in one way or another.
It limits your choices when designing, it limits your choices when interacting, and the outcome is too familiar to surprise.
Sure, a little amount of realism is desirable. Such as if you shoot stuff, it dies. Or if you run out of bullets, you need more.
There is also a movement of players of "games where the author is not some corporate drone thus you can talk to him/her" who is extremely vocal about realism and attempt to pressure the author of a fantastic game to nerf it into realism. I wish those guys were to shut the hell up and take a lesson or two in game design or usability. (Yes, games also need that)
That's also my problem with many MMOGs: when you die, you just get back up again and go collect your stuff. It takes all the fun and meaning out of the game for me.
But being the only player in the game who deals with consequences doesn't sound very appealing either.
I think that reality itself is a part of the problem. Why aren't there actual floating respawning medpacks in the real world? Scientists - get on this! It would do a lot for public health!
I think Penn & Teller's Smoke and Mirrors' mini game Desert Bus shows us why over realist games would be boring. Because life is actually boring games where you have to wait for the chopper flight back from your black ops mission and maybe without any control you get your chopper falls into ocean where you die. Wow, that sounds like fun.
Problems with Michael Bay films only become acute when one actually views them. Otherwise, they don't really bother me.
There is a school of superrealists in the visual arts. Some people like that. The aim is to use manual methods to depict a view similar to what a mechanical camera can capture. It takes and displays a great deal of technical skill to achieve a good superrealist painting.
The true art in an art form, however, lies in the ability to capture the essence of a subject. This is not to say that a superrealist painting is not capable of capturing the essence of a subject (far from it). What it means is that I can stand in awe of a minimalist depiction of a subject that manages to convey the true essence and admire the genius it takes to create that piece. It does not necessarily look real, but it's good art. I think the ability to appreciate the true art in an art form comes with maturity in the viewer.
I believe the same holds true for video games. There is a school of thought that believes superrealist presentation (graphics, sound) are the pinnacle of the art. I think as the gaming audience matures (as a whole, I'm not talking individuals here) an appreciation for the true art form behind interactive games will emerge, and more schools of design will establish as fully valid. Minimalist works like Tetris or Angry Birds will be broadly accepted as brilliant games.
Then again, you will always be able to find matadors on black velvet and poker-playing dogs in any genre.
Really? Because I spent a significant portion of the game sleeping with corpses that didn't make me sick, and visiting power stations that were working and well maintainted by cockroaches and mole rats.
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There's something wrong with this thread. It starts in the summary. Giving examples of games that are supposed to be realistic. It is followed by a series of comments debating the relative realism and surrealism of games that are not good examples of either. If you want to talk realism we have the armed assault series, the rainbow six series, the hidden and dangerous series, the Forgotten Hope mod series, IL2 Sturmovik, Rise of Flight and many other flight sims, Men of war and total war series' for strategy. Dwarf fortress is a strange mixture of uber realism (damage system, geology) and surrealism (fantasy setting, weird underground creatures), and other surrealistic games include Planescape, Baldurs gate, Monkey Island, to name a few old school favourites, Portal was at least mentioned in a couple of comments. There was that xbox only dark horror sidescroller with the kid being mutilated by giant spiders, minecraft is also pretty surreal. Maybe I am missing something here, but it seems to me that this entire discussion has so far been dedicated to games that are neither realistic nor surrealistic, unless you include a basic lazy inability to make a realistic game as a form of surrealism. Perhaps the posters have only ever played games that they saw a minimum of 50 hours advertising for in the last 2 years.
Savage was one of the first "real 3D world" game in the early 90's, i finish it on a 8 bit CPC... A hard but very good game, that worth the endeavor.
Surely Ben Gowing (from TFA) isn't asking us to to replace players by abstract icons, forgo earthly physics, euclidean geometry and reduce all attempts at plot to the level of Tetris, is he?
Just having humanoids on a 3D space with gravity already "contaminates" the game with enough realism that you might just as well keep adding realism until it interferes with gameplay.
Graphics, being accessory, can be as cartoony or as realistic as you want. Me? As long as my character can take blows like a piñata and immediately jump back into action I'm happy. Photo-realistic backgrounds don't bother me at all and in fact I find them quite appealing.
But... the future refused to change.
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I remember Delta Force's "one shot anywhere on the body kills you" model. But we played that game endlessly, even after more realistic games came out. Granted, I also liked the FPS games that actually let you get shot in the ankle and not die immediately, but for fun gameplay, we didn't mind games like DF not having full-on realism. I mean, what did we do when we played "Cowboys and Indians" outside? Or paintball, or Airsoft? You got hit, you were "dead." The lack of inherent realism let us bring our own imagination to it.
More to the point of the article, I can think of a few examples where games I play have recently added "realsim" in a frustrating manner.
1. Madden NFL/NCAA Football. I enjoy console football games, like NCAA and Madden. A few versions back, Madden added in this pre-season and other manager-type stuff, the idea of "you're a coach/manager, so do all the coachy/managerish stuff." It was irritating when I just wanted to set up a season and play (Tecmo Super Bowl?). IIRC, there was no easy way to skip all that stuff, so I just gave up on Madden (and didn't they later come out with "Coach" so you don't even have to play the game to play the game?). Even NCAA became irritating, with in-season suspensions (which seem more prevalent when your team is successful, perhaps as a way to gimp you), and a slew of irritating pre-season stuff. Heck, it could take a few hours to go from the end of one season to the beginning of the next with recruiting, etc. Granted, I can (and often do) skip many of those steps, but it just draws the game out.
Side note: does anyone else think the more realistic they try to make player movements, the weirder they look?
2. WoW. Was it 4.0 that brought us the big graphics changes? "The water will appear more realistic, terrain will be more lifelike." WTH? I expect it to be a game, not a movie in which my main is the star. So we can skip the very realistic graphics. I don't fly from Ironforge past Menethil and think, "Gee, what lovely looking water they've made now." Maybe some folks do, I dunno. It looked great before the graphics improvements. Granted, I don't want Atari 2600 or Intellivision graphics, but I don't really care for the changes.
I do appreciate that they can now take advantage of the ATI ZOMG or the Nvidia RAWKYERSAWKSOFF cards, but I'll opt for playing the game over focusing so much on "realism."
While i have not played a game that had long enough missions that infections could become lethal, there have been various games that have approached FPS from a more simulation like angle.
On the lite end of the spectrum there is the Delta Force series from Novalogic, where thanks to a voxel map engine one could actually snipe from several KM away. And depending on caliber, hit location and range, one shot take down without aiming for the head was quite possible.
On the other end there is Operation Flashpoint and the later ArmA series, where it is more a soldier simulator then a shooter.
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Look Master Chief was a cybernetically enhanced being (enhanced bones, eye cortex, etc) wearing a powerful suit of armor based on current technology, with an uplink in his skull for an AI. Link had the Triforce of Courage and a fairy that was very helpful. Tell me that isn't realistic. (No really, considering the world I grew up in equated spinach and mushrooms to super powers someone please tell me what's real.)
The whole time, I was glued to the screen, palms damp, ash from my half-smoked cigarette snowing down on the floor. You don't get that from arcade mode - then again, I always was a simulation freak.
Ubi solitudinem faciunt, pacem appellant.
The realism doesn't take away the creativity, it defines the creativity. Like a writer sticking to the motifs of a genre, a "realistic" game uses the realism to distinguish the game. In fact, in something like CoD, I feel like the realism IS the creative decision that defines the game. It's obvious no one wants the game to be too real; where you draw the line is also a creative decision. CoD would be a very different game if you had permanent damage, or if, when you died, you had to start the entire game over. I'm not saying these things would be better or worse, simply saying that the game would be different in a "creative" way. It's probably good CoD isn't too real, since I'm not sure anyone actually wants to go to war and kill loads of people and be shot at or tagged with a hatchet or eaten by a dog.
Anyone remember the game Weird Dreams? Really fun, Dali-level surreal, but controls and objective also quite surreal and therefore difficult to figure out. Would love if some modern games reached the level of weirdness this game had.
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If your player died in the game, you can't play the game any more*.
*or you get to play some different game, depending on your belief system.
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How about a shooter where, when your character dies, it reformats your hard disk?
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What??? Which ones? Can you give an example? All I see in movies is trope after trope after trope, no realism in sight.
It an unfair complaint to make because it grades all game on the same scale. It not a question of are the games realistic compared to real life, its are they close enough to realistic in the world they are in. A super hero game can exist on earth but in their "world" having powers is normal and we don't complain but even still in that world there are limits to what those powers can be.
I wouldn't say so much that games like CoD is unrealistic but pushing the bounds of realism. We don't mind health regenerating because that makes the game more fun but if a person can survive a headshot from a sniper rifle that's a step to far. Real life is boring but if a game goes to far over the edge then the player cant feel immersed.
The same can be said for movies, Bruce Willis does some highly improbable stuff (never thought Id state it like that), but it is just inside the bounds of reality that most people can sit back and enjoy the movie, while many other movies push the bounds too far. It's a very careful balance that must be maintained and games that do it well are the ones that are remembered.
I read TFA and I agree in part with the author and see his point in that there's terrain to be really creative and crazy, but most games tend to try to emulate reality, but as other commenters have said it's only limited realism. But how about a game that was ultra realistic? and I don't mean graphics, I mean things like permanent death real shot tracking, real struggling for goals, and fight for survival, not just collecting stuff lying on the floor, and most of that stuff is already there in different types of games. Will it be difficult? sure, sometimes very much so, but some people find that fun, there's no game that appeals to everybody anyway, and I guess many people will like that as much (maybe a lot more) as magically healing an AK 47 shot with a syringe . Would you?
"Agreed. If you're going to create a fictional world of bullshit, don't violate the rules set forth by said bullshit. Immersion in the suspension of disbelief only functions if one remains consistent."
Preach on, brother!
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I, for one, find the idea vaguely arousing.
"This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
when you see Tom Cruise jumping out of helicopters or Bruce Willis driving a car up a ramp into a helicopter all while the surroundings and story are meant to be more or less realistic, you don't go complaining how unrealistic the movie is.
Um, it seems to me most serious movie critics do exactly that.
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I thought that was part of Obamacare...
Yeah, the original version, but not the compromised second draft.
The point isn't so much that Counter-Strike is realistic, certainly not by modern standards, but that it's much more realistic than, say, Quake.
Quake 3 -- everyone runs ridiculously fast all the time while shooting fairly accurate rockets at each other, and it can often take multiple rockets to blow up someone who's wearing armor. Only the very best weapons have a chance of one-hitting someone, and most battles revolve around both players circle-strafing and generally running around each other while shooting madly. There are no clips, you just shoot until you're out of ammo, then switch to the next weapon and repeat. Everyone could respawn all the time, and one player could last the entire game (theoretically) by running into health and armor.
Counter-Strike -- everyone runs at speeds which are at least believable, if not sustainable (certainly not while pointing a gun in front of you), you're not going to be able to shoot at all accurately while running. Reloading is unrealistic, but at least you have a limited clip size and have to "reload" at all. Headshots -- especially in Source -- tend to kill people, unless the gun is incredibly weak and the person is wearing a helmet. There's no "health" pickups or respawning weapons and such, you just fight till its over. Once a player's dead, they're dead till the next round, so each round is a scenario to think about...
I mean, yes, you can still kill someone by shooting them in the foot, or if you don't kill them, they can still run on that foot and suffer no adverse effects till they're actually dead -- but then, doing it that way is hard (what, you're going to simulate the entire human body?) and not necessarily more fun. The same can be said for a lot of the other tradeoffs in Counter-Strike.
I like over-the-top games (I actually enjoyed Duke Nukem Forever, and I love Quake 3), but I also appreciate the attempt for some amount of realism within whatever world and constraints you've got. I loved that Halo had a damned good reason the Chief survived as much punishment as he did, and why he was so much better than anything else in the game (human or alien), but not every game should have to be sci-fi in order to have gameplay which doesn't involve dodging every single bullet.
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I keep dreaming of a game where you're *supposed* to die, and you spend roughly half your time working on things from some sort of afterlife, and the other half trying to coordinate the action from the mortal realm. I can imagine scenarios where you're mortal, desperately need to get back to the afterlife, and the game is working to keep you from letting yourself get killed.
Can't decide if overall that'd be a fun twist, or ultimately really disturbing, and of course the anti-game activists would probably have problems with it glorifying death.
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Generally, players won't complain when a game is not realistic in a way which benefits them -- for example, being able to survive more than a shot or two in most FPSes is a feature, not a bug. Additional realism helps if it provides a challenge, but not when it's so much of a challenge that the game isn't fun anymore.
But logical consistency doesn't exist in the game independent of reality. For instance:
"Hey this game isn't realistic! I can't swim, explore over this mountain, etc..."
I've been playing Mass Effect recently. My character can't jump. He can sort of walk down off a very small ledge, but most bigger ledges are effectively walls. However, I can still inadvertently drive a tank off a cliff and die.
My biggest complaint here isn't the lack of internal consistency -- why can I drive a tank off a cliff, but I can't jump off a three-foot drop unless the game decides it's an appropriate thing to drop into?
No, the biggest reason "it's unrealistic" is a problem here is that it limits my freedom and kills the immersion in a single stroke. Never mind that I can pause the game and change my armor mid-combat, or that I have unlimited ammo and can heal myself and my teammates in seconds while being shot at. Where "it's not realistic" hurts, where it actually hits my suspension of disbelief in the balls, is that I'm not nearly as in shape as my character, but damnit, I could vault that fence, or drop down those three feet, or jump back up those three feet, or...
To give an example of inconsistency which doesn't really bother me, Mass Effect also allows me some amount of control over conversations I find myself in -- a dialog tree. There are minor annoyances here -- I obviously am limited in what I can say, and quite often, the dialog options are a little misleading, and my character will say something quite different than what I thought I was choosing. It's also a little jarring how obvious it is when a character is switching between one chunk of dialog and another -- there's no noticeable gap in the audio, but their avatar almost always visually snaps from the end of one to the beginning of another. While they do have emotions, these don't really color other bits of dialog except when it's been programmed to do so -- when I ask the cute alien girl about her culture, her answer is exactly the same whether or not I've just thoroughly embarrassed her about how she'd like to "study" me.
But for all its flaws, the dialog tree isn't nearly as jarring as when I have to walk around some bit of scenery because it was one foot tall and I can't jump on it. I suspect part of the reason is that the dialog tree has so many choices to begin with, so that it's not terribly often I actually can't say something like what I want. If I could only climb a wall in a few scripted ways, even if it was incredibly awkward to step over a two-foot barrier, it'd still be better than having the two-foot barrier be impassable.
Don't thank God, thank a doctor!
Wait, what do voxels have to do with allowing you to snipe from several KM away?
Don't thank God, thank a doctor!
I saw that in reality, too. Then I realized that TV Tropes has grown to be so absurdly all-encompassing that it is impossible to tell any story which does not have multiple tropes in it. See "Tropes Are Not Bad."
Don't thank God, thank a doctor!
http://www.theonion.com/video/ultrarealistic-modern-warfare-game-features-awaiti,14382/
it doesn't get any more realistic than this. uncharted, eat your heart out.
Woah. I though I was decent at OpFlash, but that's real determination to finish a FUBARed mission right there. I think the expansion you're talking about was Red Hammer, which was pretty good despite some bugs.
Yea, especially since not using a trope can get you listed as averting it or be a trope in itself.
The thing is, most folks *live* in reality, and they can not only spot when you have given up attempting it, but it hits them on the head and breaks any verisimilitude you try to put in a game. Like I have had to tell any number of artists hired to do game design, it is FAR easier to write a system that is logical, consistent and simulates (as far as technology allows) reality, and to put in special overrides where something special is supposed to happen, than it is to write something that is designed to be totally 'Hollywood' and surrealistic, and then have to somehow get things like fires and waterfalls and natural phenomena to just 'act like they should'.
It allowed a CPU-only game engine to render several kilometers of terrain at reasonable detail.
comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
Define "reasonable"? And how is this an advantage over polygons, other than being CPU-only?
Don't thank God, thank a doctor!
At the time, the polygon count to get the kinds of terrain, especially with the surface area of some of the maps available, was downright impossible to do on a home computer. At least that is my understanding. Novalogic had been using a voxel based terrain engine in one form or another since around 90-91 tho, so by the later releases it was getting long in the tooth.
comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm