Geometric Inconsistency was AC2 was RE: [MUD-Dev] Total...

Steven J. Owens puffmail at darksleep.com
Fri Dec 20 15:57:42 CET 2002


On Tue, Dec 17, 2002 at 06:55:51PM -0500, Dave Rickey wrote:

> Ahh, I misunderstood the original point.  On this side of it,
> realistic scaling feels too cramped/confining.  Our models are
> scaled in the human range (Highlanders are 72 units tall by
> default), buildings are scaled up about 20-25% from that, the
> original dungeons were scaled 150%.  We learned from that mistake
> (too close for fighting) and scaled later dungeons to 200% or
> more.  Other things were adjusted as well, real polearms should
> run from 8 to 14 feet, ours range 6 to 8.  Realistic scaling just
> looked odd and awkward (yes, I know the real weapons *were*
> awkward).
 
> If realism conflicts with gameplay, too bad for realism.

Y'know, this comment may be a bit off to the site wrt to the thread,
and it's not intended as a criticism of any particular game
(particularly not yours Dave, I've never played it), but...

The whole out-of-scale aspect of most FPS games is what has always
turned me off from them.  Not lack of realism, but the whole
difficulty in fine maneuvering, in having to "drive" your player
like a tank around the environment.

I used to play a lot of paintball in the real world, back in the
days when you'd use maybe 10 or 20 rounds in a game, maybe 50 to 100
rounds in an entire day of playing.  Sneaking around corners,
crawling under things, and generally fine detail maneuvering were
major factors in how we played the game.

Steven J. Owens
puff at darksleep.com

"I'm going to make broad, sweeping generalizations and strong,
 declarative statements, because otherwise I'll be here all night and
 this document will be four times longer and much less fun to read.
 Take it all with a grain of salt." - Me at http://darksleep.com


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