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The New Difficulties In Making a 3D Game 190

Posted by samzenpus
from the reach-out-and-shoot-someone dept.
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."
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The New Difficulties In Making a 3D Game

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  • by Anonymous Coward on Sunday September 05 2010, @10:46PM (#33485406)

    I can turn off sounds in most games as well. Including a toggle doesn't necessarily make it a gimmick, but rather if it hurts the experience and people prefer playing with 3D off.

  • by blincoln (592401) on Sunday September 05 2010, @10:55PM (#33485460) Homepage Journal

    When was the last time you could turn 'color' off in a game?

    You mean like how televisions allow the viewer to reduce or remove the amount of color on-screen, whether the viewer is watching traditional programming or a videogame? Or like how during the transition from greyscale to colour broadcasting, it was important for most stations to make sure their content was useful to people with both types of television?

    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.

    3D isn't for everyone, at least in its current incarnation. That doesn't necessarily make it a gimmick. Is surround sound a gimmick just because it's not actually required in order to appreciate most films and games?

    The developers in this case are smart enough to realize that not everyone who plays their game is going to have a 3D display. Therefore they have to make the game playable in 2D. Making a big-budget game that *required* 3D today would be commercial suicide.

    I don't have a 3D TV, and I probably won't for quite awhile. But I do think it's an interesting technology.

  • 20 feet. (Score:3, Insightful)

    by w0mprat (1317953) on Sunday September 05 2010, @11:01PM (#33485486)
    Thats the answer. I had a aftermarket speed HUD in car that was designed to appear to be 20 feet or more in front of the car to minimize the need to refocus on a nearer object, but close enough it doesn't seem weird when tailgating or whatever. I understand this is done in factory models as well, and aircraft HUDs are also designed this way.
  • Gimmicky? (Score:5, Insightful)

    by RyanFenton (230700) on Sunday September 05 2010, @11:09PM (#33485510)

    >>Will 3D games be just as gimmicky as most 3D movies?

    Yes, yes they will - but moreso, and with gusto. But gimmicky doesn't have to be bad - the Wii and Nintendo DS libraries are chock full of gimmicky games that are actually quite good. Actually, most blockbuster games in history have been filled with fairly new exploits of gimmicks hamfistedly attached to a narrative.

    Video games are marketed on the idea that an analog of yourself is being placed somewhere, with something interesting to do. The very definition of a game is tied to goals that exist only for you to solve - its gimmicks all the way down to the simplest games of rocks and sticks.

    Ain't nothing wrong with gimmicks.

    Ryan Fenton

  • by sr8outtalotech (1167835) on Sunday September 05 2010, @11:22PM (#33485560)
    Maybe they should ask the guys that were developing 3D games in 1995. Descent 3D comes to mind so does Hi-Octane both of which had 3D modes compatible with LCD glasses. HUDs and crosshairs were 2D. I worked for 3DTV [http://www.3dmagic.com/catalog/consumerframe.html] company in 1995/6 - demo'ing Descent 3D at Comdex among other things. FU Microsoft for killing off 3D gaming for a good 10 years.
  • by Anonymous Coward on Sunday September 05 2010, @11:23PM (#33485574)

    It's interesting that you mention red dots; the way they work is with a parabolic mirror with the LED at the focus, so to your eye it appears at optical infinity. You also never look down a sight with both eyes; you'd probably strain yourself trying to focus on the dot. Were I developing a realistic stereo shooter, I'd have it work similarly to the real world; the "scope" mechanism would only be visible in the player's dominant eye. No depth, no problem.

  • by gmuslera (3436) on Monday September 06 2010, @12:04AM (#33485802) Homepage Journal
    I still remember the discussions on how much 3D was Wolf3D almost 20 years ago.
  • Re:Out of the box (Score:4, Insightful)

    by delinear (991444) on Monday September 06 2010, @04:46AM (#33486976)
    I think you've hit on exactly the issue - especially considering how much console FPSs tend to compensate for the clumsiness of the input mechanism (usually there is some degree of autoaim involved). It's not so noticable in 2D, but to achieve this effect in 3D without either making it look like your sights are incredibly inaccurate (because you're hitting people even when it's cleared you're off by a fraction in either direction and the game is "compensating") or else you're going to have to have the sights "jump" to cover the target, too much jumping and it's going to feel very fake. The other alternative is of course to not compensate, but when people see their frag count drop off a cliff they're probably not going to want to play your game so much, even if it is a lot more accurate. The final difficulty is that you need to offer 2D and 3D modes of play without undue disadvantage to one or the other group of gamers (if everyone playing in 2D mode is more accurate, you've pretty much killed 3D in your game, meanwhile if everyone in 3D mode is more accurate, you'll get massive backlash from consumers who don't want to splash out on a new TV just to compete in multiplayer).
  • by bWareiWare.co.uk (660144) on Monday September 06 2010, @06:11AM (#33487286) Homepage

    Just like PowerGlove foretold the failure of the Wiimote?

  • by Haeleth (414428) on Monday September 06 2010, @11:00AM (#33488576) Journal

    I remember people saying the same thing about CD-ROM games. The first ones sucked, and many people could not imagine the technology ever being used for anything worth playing.

    Same for polygon-based games, actually. They looked awful, and everyone was like "what a useless gimmick, hand-drawn sprites look so much better, 2D will never die".

    The naysayers have always been wrong, time after time after time. Why do you think this will be the one time they're right?

The fact that 47 PEOPLE are yelling and sweat is cascading down my SPINAL COLUMN is fairly enjoyable!!

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