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Cake day: June 30th, 2023

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  • My problem with the Forerunner stuff in Halo 4 is the same problem I have with all the aesthetic changes in 4 and 5 - it’s extremely busy. 1, 2, and 3 have a sleek and simple design language that makes it very easy to tell what’s happening in chaotic combat. The vibrant colors and shiny materials even give Halo 3 an almost heroic fantasy vibe. They deliberately went the other direction with Reach to enhance the grim tone of the game, but environments are still relatively simple so that enemies stand out. 4 and 5 put excessive lines and greeblies on absolutely everything. It’s all so packed with details that you sometimes lose enemies in the background and it can be difficult to tell what you’re looking at.














  • I’ll give one. Despite Sheridan and Delenn giving that speech about rejecting the Shadows and Vorlons and making their own way, the Vorlons won. The Army of Light, the Rangers, and the Interstellar Alliance are all in line with Vorlon philosophy, they run on Vorlon tech, most members were Vorlon allies, and they still oppose former Shadow allies and destroy Shadow tech when they find it.

    Another is that the Shadows should have had their own Kosh, a character who was still comitted to the original goal and hadn’t succumbed to motive decay. Shadows believe in strength through adversity, so one setting up obstacles with the expectation that the cast would overcome them and grow stronger cpuld have been interesting.




  • VindictiveJudge@lemmy.worldtoMemes@sopuli.xyzFacts
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    26 days ago

    It’s a mix. Most of the dungeons related to quests were made by hand, but every everything else was procedurally generated and touched up by hand later, and some of the minor quest dungeons got the latter treatment.

    Almost all of Oblivion’s dungeons were procedurally generated with only a handful made by hand, and only some of the procedural dungeons were touched up at all.

    Every single dungeon in Morrowind was made by hand since they didn’t have the proc gen tool for that engine built yet.

    Daggerfall generated most of the world via fixed seed procedural generation, which allowed them to make the world massive while fitting within 450MB; the world is generated at runtime, but it’s always the same world. A handful of plot locations were hand-made.

    Arena used a method similar to the one used for Daggerfall.


  • VindictiveJudge@lemmy.worldtoMemes@sopuli.xyzFacts
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    26 days ago

    Oblivion is enough of a disaster implementation-wise that technically having greater mechanical complexity doesn’t concern me in the slightest. And Oblivion’s writing is, to me, a low point in both the series and Bethesda’s body of work as a whole. Skyrim’s writing isn’t amazing, but the moment-to-moment gameplay being less frustrating gives it the win for me, between the two.

    Morrowind is great, though. Probably the best world building I’ve seen in a game.