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Power Member - Level 9
After reading Jeff Cork's article, What I Want
From Next Gen, it got me thinking of some things I personally would like to
see when the next gen tech rolls around. Bear in mind, I am completely content
with the current gen and I feel there is still a lot of life and untapped
potential. But then I'm not the "typical" gamer.
realize in this day and age of Twitter that people's attention spans are not
what they used to be. And as we near the sixth and seventh year (respectfully)
for Sony's and Microsoft's consoles, this generation has already been given its stay of execution past the usual healthy five-year lifespan. But I digress, the
current generation still has plenty of games–both already released and
upcoming–that I have no inclination to "rush" the next gen.
that as it may, it's always exciting to imagine what lies in store in the
future. So with that in mind I present my humble list for your reading
Realistic A.I. –
We’ve come a long way since the ghosts of Pac-Man, yet for the most part the
A.I. in games are rather daft. Whether it’s pathfinding issues or just nonsensical
behavior, we still have a ways to go before we can confidently call A.I. “good.”
What I would like to see in next gen games is more realistic A.I. This means if
you’re playing a stealth game and only one enemy sees you that means only one enemy sees you, and it doesn’t
share this “hive mind” mentality where once an enemy spots you now every enemy in the entire level knows
where you are and they make a bee-line to your position. Even if you run and
hide to a new location the enemies still know where you are. That’s idiotic and
unrealistic. The Hitman games are the most egregious offenders in this regard
(and in my own personal experience). So developers, please, make the enemies
Better Physics – I
know this is going to sound petty, but it really bugs me when you shoot a wall
and the bullet holes disappear. You just unload on a wall, or even try writing
your name in bullet holes only to get so far before they start disappearing.
That being said, all games that include killing should include ragdoll physics,
but not the silly, absurd kind that when you walk through the body it gets
caught in your feet and you end up dragging it behind you (I’m looking at you, Demon’s Souls and Gears of War). It’s as if the
instant you kill them the bodies become weightless and have no mass. All
games that utilize ragdoll physics should have the proper effects when they are interacted with after they become ragdolls; this means bodies still retain their sense of mass and can't just be flung about like a plastic bag caught in a tornado.
More Destructible Environments – Or how about this one: Don’t you just love it when some
objects in a game are affected by your actions while others are completely
indestructible? I don’t know about you, but
for me that really heightens the immersion factor. NOT! You’re going along
breaking crates, boxes, barrels, the occasional door, but somehow an ordinary
couch can withstand a direct hit from a rocket launcher; something here is
amiss. The Battlefield games are a good step forward in destructible
environments; not to mention the Red Faction and Mercenaries series. If you’re
developing an open-world game then destructible environments should be mandatory,
end of discussion.
Better Facial Animations/Accurate Lip-synching – We’re slowly getting there with the facial animations,
but for God’s sake there should be no excuse for sloppy lip-synching in this
day and age. When it comes to the face, the eyes are the most neglected
animation on characters. Very few games really nail this animation to the point
where the characters feel real (the Uncharted
series comes to mind as far as getting it right). Nothing kills the mood more than a character trying to
act emotional than dead-eye syndrom; the syndrom where the characters have this
creepy stare with glassy eyes. Eye animation should be nuanced and subtle to
come across as realistic. And lip-synching should totally match up, no excuse.
Multi-language Support –
One of the biggest selling points during the HD format war (you know, Blu-ray
vs. HD-DVD) was the space available on each format. Blu-ray subsequently won this battle, yet games don’t really seem to be taking advantage of all this
disc real estate. Why is that? Games that are developed in Japan and feature
accomplished Japanese voice actors should automatically include the native
track as an option in games that make their way to the Western world. I realize
this may come as a shock, but some people don’t mind reading sub-titles. I know
reading is a lost art today, but there are still people that appreciate hearing
the native language and the performances that come with it. And it’s not a
matter of cost since keeping the native language of the game is cheaper than
having to hire an entire English speaking cast to re-read all the lines again.
· Dead Bodies That Don't Disappear – C'mon. If a game from 2001 can do it (Halo) then every game should do it.
That seems to be all I can think of right now. I’m
interested to hear what everyone else would like to see.