Xenith on 13/9/2008 at 23:26
Quote:
Infinitely respawning enemies, especially when there's no logical reason for more of them to pour out of the woodwork. I'm looking specifically at AVP2 and COD4.
ditto. I can think of a couple more games. SS2 annoyed me with that too.
also the damn indications that pop up once in a while in games, like "press Shift to crouch" or "you can rip an enemies penis off by using the stapler's secondary function" becomes tedious at some point.
van HellSing on 13/9/2008 at 23:26
I omitted the article purposefully with "apostrophe" to achieve a certain effect.
Shadowcat on 13/9/2008 at 23:31
Quote Posted by Sulphur
This is probably extremely minor, but I really would like better clipping in games.
It's quite an immersion breaker to see your gun disappear through a wall, or someone's foot going through their ass when they kneel down to squeeze a shot off.
Well that sounds like the clipping is working perfectly.
You could still refer to those things as clipping problems, but the clipping itself isn't actually actually what you want to be improved :)
It's a collision detection issue at face value, but there are bunch of other factors as well. Once the character collides with something like that, how does it react? What should the animation system do if the animation it wants to use will result in such a collision, and what kind of additional technology must be introduced to handle that? If someone's foot goes through their ass when they kneel, is it animation or modelling that's at fault? If you don't have the technology to make it look perfect every time, then is it better to apply your animations to a collection of cookie-cutter models with different textures, or should you vary your models at the risk of introducing a few clipping problems in some cases? Or should you provide every distinct model with a customised set of animations? And if the latter, how do you deal with subsequent changes to the animation sequences?
I agree that it looks naff when solid objects intersect, mind, but it usually seems to me that improving these little issues implies some pretty significant additional tech. It
would be nice to think that the likes of the Unreal Engine would by now offer the facilities to easily prevent such occurrences, and that large studios would have the resources to make it happen for their game.
At least with the modern prevalence of physics in games, corpses and other falling objects don't usually fall through the walls these days, so it's not like there's been no progress in these areas :)
catbarf on 14/9/2008 at 02:18
Quote Posted by Xenith
ditto. I can think of a couple more games. SS2 annoyed me with that too.
The biggest problem with it is that the knowledge that such a system is implemented forces me to rush through. In a game like COD4, where a quick burst of close-range gunfire will kill you, it's counter-intuitive and frustratingly lethal.
gunsmoke on 14/9/2008 at 05:18
My list
IGI 2 had bunkers that you could sweep and clear 100%, and if you left and set off an alarm....enemies would POUR out of them. :rolleyes:
Shooters, where the guns are basically the stars of the show, having WEAK sounds attached to them.
Unskippable cut-scenes will damn-near make me quit playing.
Invisible walls, fake doors, fences, boxes, trees, cliffs, etc...whose sole purpose is to force me down a corridor of sorts.
CRATES :mad: come on, we're still using them?
Horribly optimized games.
slapped together ports.
Escort missions
One-man-army gameplay
Aja on 14/9/2008 at 05:44
enemies that don't react to being shot until they die (lookin at YOU, Half Life)
Call of Duty 4 sets the standard here, though games like Goldeneye had it right all along!
gunsmoke on 14/9/2008 at 06:48
I like in Chaos Theory how, if you miss an initial shot while hidden, the enemy will flinch most convincingly.
One thing I have to grant Splinter cell...it improves w/every sequel. (last gen Double Agent considered).
june gloom on 14/9/2008 at 06:50
That's like multiplying by zero.
gunsmoke on 14/9/2008 at 06:53
Not a fan of the series, eh? :D
june gloom on 14/9/2008 at 07:30
About as much as a fan of getting anal cancer.