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Games

Gaming Clichés That Need To Die 416

MojoKid writes "The PC and console game industry is in desperate need of an overhaul. With skyrocketing costs to develop games, consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent — $4.99 range. Not to mention, how games are designed these days needs some serious rethinking. This list of some of the industry's most annoying gaming clichés, from scripted sequences to impossibly incompetent NPCs, and how they might be solved, speaks to a few of the major ailments in modern gameplay with character and plot techniques that are older than dirt."
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Gaming Clichés That Need To Die

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  • Re:So... (Score:5, Informative)

    by dyingtolive ( 1393037 ) <brad.arnett@NOsPaM.notforhire.org> on Friday April 27, 2012 @03:50PM (#39825379)
    Minecraft.
  • Comment removed (Score:5, Informative)

    by account_deleted ( 4530225 ) on Friday April 27, 2012 @04:23PM (#39825849)
    Comment removed based on user account deletion
  • Re:So... (Score:4, Informative)

    by Moryath ( 553296 ) on Friday April 27, 2012 @05:44PM (#39826933)

    You know, calculating collisions is independent of resolution.

    Not really, no. Calculating the aim direction and collisions of a firing arc is very dependent on resolution. Compare the firing arc jumpiness of Wolfenstein 3D to Doom; one of the big things you'll start to notice is that Wolfenstein isn't truly a "360 degree" turning radius, but instead moves a few degrees at a time for each keyboard tap. If you want to hit a bad guy, and he's in between arcs, you learn to aim consistently to one side (IIRC the right side) because the collision detection is programmed to compensate inward from your aim to that side.

    Now with a mouse, you have to calculate where the crosshairs are pointing. Have a game rendering internally at 640x480, but visually at 1600x1200, and players are going to complain about a "jumpy" mouse and aiming system. So the programmers overcorrect instead - they render INTERNALLY as high as possible and allow the player to turn the resolution down for visual rendering... and it eats up a shit-ton of processing power no matter what.

    And then there's "auto-aim correction" calculations for consoles...

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