Fully Enterable Buildings In Gaming [Future Of Games 1/6]

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  • Опубликовано: 28 сен 2024

Комментарии • 4 тыс.

  • @DarkSpaceStudios
    @DarkSpaceStudios  2 года назад +525

    Install Age of Origins for FREE: bit.ly/3C9QiVE
    and build your city today!
    What do you think about Fully Enterable buildings? Would this be good or bad for open-world games? Is it even possible? Is it worthwhile? Let me know if I got something wrong, or you think you have better ideas- I just thought it would be an interesting topic. It seems like games these days focus more on building “in-game stores”, rather than advancing the industry forward with new revolutionary features.

    • @Gakkari
      @Gakkari 2 года назад +49

      no

    • @AhmadWahelsa
      @AhmadWahelsa 2 года назад +16

      Not sure if this genre can be qualified as open world, but Immersive Sims tend to have every interiors being enterable, that being seid the map is not that big compared to the usual open worlds but, it's still a large chunk to explore and you are free to go anywhere during the particular chapter until the game moves you to another map.

    • @DarkSpaceStudios
      @DarkSpaceStudios  2 года назад +11

      @@AhmadWahelsa which sims are you thinking of particularly?

    • @AhmadWahelsa
      @AhmadWahelsa 2 года назад +10

      @@DarkSpaceStudios Deus Ex Mankind Divided, it's a pretty desolate genre as of right now, if you want another there is Deathloop lol but i strongly recommend Mankind Divided instead, insane amount of interiors, and has some side quests too, but the map as you expect is small, Prague is just a few blocks away, the other area (i forgot, the name but it's look like china's kowloon walled city) is much more vertical, then there is the end-game area in London, which takes place on a whole single building.
      Edit: I just saw you mentioned Dishonored lol, i am sure Deus Ex would be familiar

    • @germgoatz2014
      @germgoatz2014 2 года назад +27

      could you not find a half decent sponsor besides a shitty zombie mobile game? also did they really make you say it was "unique"??! what a joke lmao

  • @kalle5548
    @kalle5548 2 года назад +1630

    If a game can make you feel small without you being physically smaller that’s in my opinion one of the most important parts of immersion

    • @fatitankeris6327
      @fatitankeris6327 2 года назад +19

      VR is godsend in this case...

    • @i7583
      @i7583 2 года назад +3

      You mean games like gta?

    • @kalle5548
      @kalle5548 2 года назад +32

      @@i7583 actually not, i believe Rockstar realized how they were loosing players about 1-2 years ago, and are sorts scrambling to make GTA 6, since most content has been new vehicles, and the Cayo heights was sorta low effort to retain players

    • @Mr.Foxhat
      @Mr.Foxhat 2 года назад +1

      Xenoblade Chronicles did that for me. The Bionis just feels so vast!

    • @i7583
      @i7583 2 года назад

      @@kalle5548 I dont talk about console version

  • @TrialzGTAS
    @TrialzGTAS 2 года назад +13708

    I remember playing GTA IV for the first time and accidentally finding so many enterable buildings. I’ll always love the abandoned casino, lawyer building and sprunk factory. So many fun times with friends and cop fights. GTA V disappointed me with the lack of buildings enterable

    • @Ccccc-mi3tr
      @Ccccc-mi3tr 2 года назад +1452

      Gta 5 was such a let down for interiors. I dont think its mentioned enough

    • @Dankehum
      @Dankehum 2 года назад +1263

      Gta v is a piece of shit. It was just a graphical enhancement but it lacked lots of details from GTA 4 like ragdoll physics, car damage, story, etc.

    • @JustSomeRandomBurger
      @JustSomeRandomBurger 2 года назад +788

      Gta 5 is a downgrade compared to GTA 4 in many ways tbh

    • @carlos-bm6658
      @carlos-bm6658 2 года назад +296

      @@Ccccc-mi3tr exactly i loved gta4 just for that, and it does go unnoticed people overrate 5 because of its graphics

    • @carlos-bm6658
      @carlos-bm6658 2 года назад +221

      Don’t forget the liberty statue one of the coolest accidental things I’ve foilund

  • @lumbagoboi1649
    @lumbagoboi1649 2 года назад +450

    This is what I like least about gta5's map, almost nothing has any interiors, and exploring the world gets boring quick because there's only one major city and nothing to really do in it.
    Rdr2 definitely fixed that issue and I hope to see GTA 6 take the route rdr2 took with random houses, saloons, and shops all having interiors.

    • @youmakenosense7437
      @youmakenosense7437 2 года назад +71

      Yet people say GTA V has one of the most lived in open worlds. It doesn't. GTA IV, RDR1 and RDR2 all beat the sh*t out of it in terms of open world, whether is interiors, NPC AI, NPC activities, density, etc. GTA V just pales in all these regards in comparison.

    • @lumbagoboi1649
      @lumbagoboi1649 2 года назад +41

      @@youmakenosense7437 yeah I've also seen san Andreas's map and it not only feels bigger, but you could buy tons of properties and garages in multiple cities. Seeing what rockstar is capable of, GTA V is probably their most overrated game. In 5 there's one city and a useless desert above it. Do a full loop of the highway and you've essentially seen everything, and the few buisnes there are in story are useless and all in los santos, and you can't go inside them anyway... Unless you grind tirelessly in GTA online to get what people could get from just having fun all the way back during GTA San Andreas.

    • @victordunjic9351
      @victordunjic9351 2 года назад +5

      GTA 5 is still a great game and better than most of the other GTAs. Yes GTA 4 and SA did some things better but I don't see that being a reason to call GTA 5 a bad game

    • @K3rhos
      @K3rhos 2 года назад +27

      @@victordunjic9351 Nope GTA 5 feel really boring most of the times. As an example I played GTA San Andreas for 4-5 years without getting bored, GTA 4 for 5 years too, I never got bored of the city in thoses GTA Games but with GTA 5 I was bored of the city like 1 year after the release the game already left a bad taste in the mouth, like if it was way way overrated.
      Yeah there is cars customisation, weapons customisation, a tons of cars, of planes, etc... but the city is dead, no interiors, story is not really the best, police AI are dumb compared to GTA 4, for me GTA 5 is definitely a downgrade !

    • @DiamondDepthYT
      @DiamondDepthYT 2 года назад +16

      @@victordunjic9351 GTA 5 is definitely a nice game, don't get me wrong, but the people above are right. It has a pretty bland map with not nearly as many activities to do as GTA San Andreas, a game that is MUCH older. The fact that GTA SA is even being SLIGHTLY compared to GTA 5 says a lot about it. Not only that but, in GTA SA, there is a PC mod from 2014 that makes basically every building enter able. Meanwhile GTA 5 doesn't have that. You have to admit, recent open world games have been lacking content

  • @mr.voidout4739
    @mr.voidout4739 2 года назад +368

    Interiors were a big part of Saints Row 2's charm. You had multiple multi-floored cribs that could be rag-to-riches upgraded, multi-floored nightclubs, 2 huge museums, a community center, a gambling den underneath it, a playable hotel casino, dozens of hidden locations, quickie marts, restaurants, airport, and every SR2 purist's favorite: the underground mall. Most of these were all a part of the main map and you could walk through the door. The mall has an elevator that ports you in that literally only lasts a second, but even then; you could drive down the parking garage and enter it manually/seamlessly.
    GTA V may have tons of instanced rooms, but SR2 is the only non-MMO game I can think of that lets you flow through the veins of an open city.

    • @liamc4809
      @liamc4809 Год назад +19

      I remember being 13 and absolutely nutting when I realized you could enter the Police HQ still after the Campaign ends. Also to this day, crashing a plane and leaping out and landing perfectly on the top floor of the Ultor building in one go is S-Tier gaming. Saints Row 2 and GTA 4 will still be in my mind at 70 years old

    • @RagnAR-15
      @RagnAR-15 Год назад +6

      @@liamc4809 forreal man, i think i was 13 or 14 when GTA 4 came out , then saints row 2, man those were the golden years of gaming. The secrets in saints row 2 were awesome as well just like that mission in the police station!

    • @Salacious-Crumb
      @Salacious-Crumb Год назад +1

      Saints row tastes of nob cheese

    • @liamc4809
      @liamc4809 Год назад +5

      @@Salacious-Crumb yeah the new one's terrible. Don't know how you know what that tastes like though...

    • @Salacious-Crumb
      @Salacious-Crumb Год назад

      @@liamc4809 don't you remember telling me ...just messing , yeah it's shite , just gonna have to wait years for the next gta

  • @nightninja6244
    @nightninja6244 2 года назад +901

    The thing that I loved about Ghost Recon Wildlands is that literally every building in the map had an inside, and while a lot of the buildings were generic copy/pastes of others, it allowed for much more dynamic gameplay especially in big cities

  • @lukesams3349
    @lukesams3349 2 года назад +1105

    This makes me want a Die Hard-style game which takes place entirely inside a single building, but every aspect of that building is fully modeled and realistic allowing for countless approaches to a single objective

    • @MisterMelvinheimer
      @MisterMelvinheimer 2 года назад +112

      Prey 2017.
      I mean it takes place in space, but besides that, it's exactly what you are describing.

    • @kremesauce
      @kremesauce 2 года назад +77

      @@MisterMelvinheimer kinda. I enjoyed Prey for sure but a more grounded experience would be awesome to see.
      I want a titanic game where you can explore the whole ship and try to survive the sinking

    • @vacioexistencial3655
      @vacioexistencial3655 2 года назад +77

      kinda sounds like a hitman game

    • @magnadar
      @magnadar 2 года назад +17

      You mean like Resident Evil 1 and maybe 7?

    • @humblealpha67
      @humblealpha67 2 года назад +5

      Maybe deadrop by midnight society in a few years

  • @nonaborhan7269
    @nonaborhan7269 2 года назад +518

    It looks like parallax interiors are going to be a main stay in a lot of games as not only was it used in Marvel's Spider-Man, and The GTA Trilogy, but now in titles like Saints Row the reboot and The Last Of Us Part 1. So I definitely expect more devs to utilize this technique in the future.

    • @jwalster9412
      @jwalster9412 2 года назад +18

      The issue is that you can't enter the, so there just more graphics.

    • @spudman1734
      @spudman1734 2 года назад +18

      You should look into parallax mapping, because it has far more history than the games you listed. If I'm not mistaken, the effect used to make false interiors has been utilized even during the 7th generation of consoles.

    • @nonaborhan7269
      @nonaborhan7269 2 года назад +9

      @@spudman1734 Yep, am fully aware of parallax mapping its been used in gaming titles for quite some time. I mentioned these specific games because they utilize Paralex Interiors.

    • @nonaborhan7269
      @nonaborhan7269 2 года назад +6

      @@jwalster9412 And that's by design, parallax interiors are not full 3D modeled interiors or anything, there point in games like Spider-Man PS4 is to make the world feel more alive.

    • @spudman1734
      @spudman1734 2 года назад

      @@nonaborhan7269
      Ah, my mistake!

  • @Waiknz
    @Waiknz 2 года назад +706

    I always dreamed of a GTA Game that would be explorable in and out. From building interiors to accessible means of transpors(busses, boats, planes, cruisers...)

  • @bananaplanes4966
    @bananaplanes4966 2 года назад +234

    I remember when there was a bug in gta 5 that was discovered around 2015 that allowed you to enter a specific floor of the FIB building by parachuting in. It was hard and it took some effort to get in, but when you were in it felt amazing and like you were exploring a part of the map you couldn't enter under normal circumstances (because you can't). I remember having a blast with my friends trying to get in and defend it from the inside while also exploring it. It was probably the most fun I ever had in that game....then they patched it out. Why? You already had the floor created and it still takes up storage space since it's part of a mission in the story mode. Instead of updating the building to have maybe more floors or make it a more fun place, they let the floor be see through by the glass but impossible to get in. Another boring building with no purpose but to look nice from the outside.

    • @rosehipp
      @rosehipp 2 года назад +25

      There was a user curated deathmatch game in that building, we had amazing times in that. Most of us just rocking the automatic shotgun and having fun in an enclosed space.

    • @AR7271
      @AR7271 2 года назад +14

      Why? Because Rockstar are meanies!!!!

    • @mynameiswalterhartwellwhite420
      @mynameiswalterhartwellwhite420 2 года назад +11

      you can still get into the FIB building today, through the skylight. that glitch has been in the game unpatched for years, and I agree, very fun to explore.

    • @blaze41
      @blaze41 2 года назад

      @@mynameiswalterhartwellwhite420 do you mean being hijacked and thrown out while being in a heli next to the skylight? last I checked it didn't seem to work for me

    • @rdodamiangrin
      @rdodamiangrin Год назад

      Just land a bobcat on the roof window in some way that you can go underneath, aim your gun and roll forward and you will be pushed through the glass inside the building.

  • @naywahn
    @naywahn Год назад +119

    True Crime: NY and Morrowind 2002-2004 shocked me with the amount of enterable interiors, it was the 1st time I'd experienced that!

    • @he8535
      @he8535 Год назад +3

      What if we just had everything enterable with lower texture quality overall so we can make the indoors a bit better and put tons of details that don't decrease performanc

    • @EnclavegovtofficialUSA
      @EnclavegovtofficialUSA Год назад +1

      Morrowind was an RPG from 2001. It of course would have that many buildings, simply because even the first two elder scrolls games had that

    • @B-A-L
      @B-A-L Год назад +1

      Such a shame True Crime NY hasn't been ported over to the PS4 because it was ahead of it's time on the PS2 and Gamecube.

    • @prodigyfilms8170
      @prodigyfilms8170 8 месяцев назад

      Man i LOVED True Crimes LA. I wish they would remaster the two as a bundle doesnt have to be anything revolutionary just playable

  • @Miltypooh2001
    @Miltypooh2001 2 года назад +55

    I miss when gta 4 had missions where you're required to go inside buildings and kill people but you get to choose however you wanna escape you can shoot your way down or use the elevator outside

  • @PrimaScarlet
    @PrimaScarlet 2 года назад +193

    While most aren't enterable, the shops and other buildings you can enter in Yakuza Kiwami 1/2 really added a lot to the game for me, like fighting thugs on the street and the fight being dragged into these buildings was always a really cool concept to me.

    • @insertrelevantnamehere1859
      @insertrelevantnamehere1859 2 года назад +7

      glad this game was mentioned as it's really big and in depth for exploration

    • @Equalitybeforelaw
      @Equalitybeforelaw 2 года назад +1

      Imagine a game having fully enterable building + destructible environment like a real-life.
      Maybe UE5 can handle this type of game.

    • @harrylane4
      @harrylane4 2 года назад +1

      @@Equalitybeforelaw it can’t. Fully destructible environments that are detailed to that degree aren’t going to be realistic for some time.

    • @crashbandicoot5636
      @crashbandicoot5636 2 года назад +3

      Thank God the Yakuza franchise graduated from being cult classic status to modern best sellers.

  • @TCBYEAHCUZ
    @TCBYEAHCUZ 2 года назад +48

    So glad u mentioned project zomboid, it is one of the best examples imo of the potential of a open world survival game with fully interactible and explorable buildings.

  • @Claydood
    @Claydood 2 года назад +96

    Getting out of bounds and exploring places we're not supposed to is one of my favorite things to do in video games.

    • @thewhitewolf58
      @thewhitewolf58 2 года назад +3

      I love it when i accidently glitch into the void under a game.

    • @newkfromrotterdam
      @newkfromrotterdam 2 года назад +1

      digi-urbex

    • @kerbodynamicx472
      @kerbodynamicx472 2 года назад +1

      Sometimes I wonder, what if instead of invisible barriers, players who reached one-end of the map will find themselves on the other side, as if the world is spherical?

    • @Claydood
      @Claydood 2 года назад +1

      @@kerbodynamicx472 Kind of how Star Fox 64 did with their multiplayer. If an old Nintendo 64 game could do it, surely modern consoles could do it.

    • @Buglin_Burger7878
      @Buglin_Burger7878 2 года назад

      @@kerbodynamicx472 Then you just continue on with your day. RPGs have done this for years.

  • @cameronskye94
    @cameronskye94 2 года назад +496

    I feel like AI could play a huge role in generating interiors

    • @zwein1817
      @zwein1817 2 года назад +42

      Random ones, I guess. But I can't imagine the benefit of having so much workload of an AI generating an already established set of interiors

    • @yeagmatic
      @yeagmatic 2 года назад +44

      This was my first thought. Feed an algorithm some common architectural building layouts and then have every wall and door generated in a space. Then populate it with pre-made furniture assets and other stuff based on the type of building/room it is. (e.g. If it's a living room, 100% chance of a couch present, 40% chance of a coffee table present, 10% chance of a soda can present on coffee table)

    • @tukodbangi3613
      @tukodbangi3613 2 года назад +1

      I think we see this in games like Remnant: From the ashes

    • @Puunboy
      @Puunboy 2 года назад +40

      That doesn't require AI at all if you think about it. Just some random generating will do it.

    • @Dilligff
      @Dilligff 2 года назад +15

      AI is computationally heavy and not likely to be utilized in real time by end users. It will, however, play a massive role in generating large open worlds in the development stages.

  • @Lawrence_L1
    @Lawrence_L1 2 года назад +126

    If you look at Arma 3, almost every building is enterable on Altis, Stratis (both of which are based on real locations, 1:1 scale. Altis being based off Lemnos, I dont know about Stratis) and Malden. They aren't furnished, but they are enterable, which adds a dynamic to the game, especially where destruction is concerned.
    That game came out in 2012/13 (I don't know which but it doesn't matter). Later they added Tanoa where most buildings aren't enterable because it would be too difficult and demanding because of the number of trees and other details.
    *Edit-
    Altis and Stratis are not 1:1 scale, but otherwise fairly accurate.

    • @ffredalot
      @ffredalot 2 года назад +2

      Mostly correct, except Altis and Stratis are not quite 1:1 scale but slightly scaled down versions of the areas they depict.

    • @marianandnorbert
      @marianandnorbert 2 года назад

      the real island of lemnos (which is what altis is based on) is about 50% bigger than the ingame equivalent, but yeah it’s fairly accurate otherwise

    • @Lawrence_L1
      @Lawrence_L1 2 года назад

      Ah right, sorry, my mistake. I'll correct it...

    • @jan_the_man
      @jan_the_man 2 года назад

      even more impressive: in Arma Reforger, where they are testing the engine for Arma 4, has all buildings with a full modelled interior.

    • @fluffysquirrel8385
      @fluffysquirrel8385 2 года назад +1

      @@jan_the_man and at that, they are well furnished, even with different style based on where they are, city houses have modern interiors while village houses are more rustic. really excited for the future of arma.

  • @bligabliga
    @bligabliga 2 года назад +23

    This has been my wish for years. Tried making towers and maps with at least 3 floors back in Halo Reach and 4, but always hit the asset limit. Then i considered making a game packed with content and features and larger maps but with older ps/n64 graphics. But now im glad were at the age where my dreams are more than just wishes, and im pretty excited for it.

    • @johnjohn12044
      @johnjohn12044 Год назад +2

      I've thought about the same thing many times; I mean, compromising and using only "old-school" graphics but just filling every inch of every structure with interiors. Trouble is, like others have said in other comments here, that it would all have to serve some kind of in-game purpose. I used to play Cataclysm: Dark Days Ahead, a cool top-down ASCII style zombie/crafting/survival game, and it has procedurally generated towns with full interiors. The items and furniture etc found inside though are used mainly as equippable weapons or crafting materials. Not exactly riveting stuff. I feel like as we speak, companies are working on using the latest AI tech to generate everything from better interiors to much better NPCs.

  • @washington8786
    @washington8786 2 года назад +59

    One game I never thought would have so many interiors was GR Breakpoint. I just love how many unique areas that had their own interiors.

    • @FELTFELT
      @FELTFELT 2 года назад +2

      too bad its made by ubisoft lol

    • @DirtyGuerrilla
      @DirtyGuerrilla 2 года назад +2

      Shame the enemies in Breakpoint were so immersion breaking

  • @gritynity
    @gritynity 2 года назад +55

    Gta IV and its dlcs were the best for exploration, save for a few interiors that were only available during certain missions they were ALL accessible in multiplayer and I use to love spending hours exploring mission interiors again

    • @capolean2902
      @capolean2902 2 года назад

      remember those rp videos and people always posted up at the projects 🤣

    • @CodPatrol
      @CodPatrol 2 года назад

      TV Station with the glass window shattered, penthouse hotel, apartments with gang hideouts inside, so good

  • @brianjanssens8020
    @brianjanssens8020 2 года назад +114

    This is why the "Clean House" mission is one of my favorite missions from the Call of Duty Franchise. It has you entering a building and going up the stairs while enemies or regular civilians could be behind the door, and it adds an element of surprise.

    • @jjpark98
      @jjpark98 2 года назад +9

      It's a VERY realistic mission. A full covert, tactical assault done in what appears to be a very real way.

    • @jonapple2325
      @jonapple2325 2 года назад +3

      @@jjpark98 realistic concept, still cartoony in execution

    • @kratousek1
      @kratousek1 2 года назад +2

      @@jonapple2325 ready or not is really good at this other than the bugs of course

  • @hawken796
    @hawken796 2 года назад +81

    On a smaller scale, Deus Ex and Yakuza games offer a lot of interiors since they have small hub style maps, they have a lot of environmental storytelling mainly, and yakuza just offers a view into the lifestyle of japan like no other.

    • @Tempestelterna
      @Tempestelterna 2 года назад

      Yup yup!

    • @Magiczny-Krzysztof
      @Magiczny-Krzysztof 2 года назад +10

      The reason why Yakuza's open world works so well is because of how walkable Tokyo and Yokohama are, compared to Los Angeles which is a city made for cars and hostile for pedestrians. Playing Yakuza made me realize how badly designed even my city is when it comes to walking or cycling, but even then my city is still better in that regard than 99% of American cities.

    • @guidedexplosiveprojectileg9943
      @guidedexplosiveprojectileg9943 2 года назад

      I agree, I love breaking into every nook and cranny in Deus Ex, you can find amazing things in there.

  • @aekenes2128
    @aekenes2128 Год назад +8

    This is something I really liked when playing 7 days to Die. You could enter big buildings like the hotel, office building or hospital and spend so much time exploring and looting each location.

  • @vgames1543
    @vgames1543 2 года назад +13

    This is why I love Star Citizen, regardless of the controversies. Every vehicle has a usable interior, like a bed to lie down on, a kitchen, a toilet, a ground vehicle with its own usable interior in the hangar etc.

  • @Glenni91N
    @Glenni91N 2 года назад +31

    This is why i always prefered mutiplayer in GTA 4 over GTA 5. You had so many interiors you could enter in Liberty city. The highrise project tenements, The hotel with lobby, and penthouse interiors, you had several window washer elevators on the sides of buildings, several enterable hallways of apartment buildings, the casino,the ship, all the subway stations, the maintenance subway entrance, burger shot, Cluckin Bell etc. It was fun, you really could hide in buildings and have shootouts all the time.GTA 5's map felt like a huge downgrade from this.

    • @llIIIIlllIlIlIlIll
      @llIIIIlllIlIlIlIll 2 года назад +1

      YES

    • @K3rhos
      @K3rhos 2 года назад +5

      I totally agree with you, I have the same feeling, I remember playing GTA 4 without always to be in a car, a lot more times at foot than in GTA 5, in GTA 5 there is nothing enterable (or it's just our own buildings, like Night Club, Bunkers etc...) so you just fly accross the map because there is nothing to see in the city.

    • @capolean2902
      @capolean2902 2 года назад

      yea u can own properties i think thats why in gta 4 u couldnt

  • @111111222223
    @111111222223 2 года назад +8

    Generally a great video, though there are couple of gripes.
    1. You did not properly mention the probably biggest reason so few games have fully explorable buildings: Development time. Creating a single building with full interior takes as much time as creating an entire town (without explorable buildings), as the density of details is much greater. Meaning if you want to have full environments for all buildings in an open world, your game will take significantly longer to develop (or need a lot more developers) unless you make all interiors procedural, which has its own problems (one of which you've mentioned in the video). But even procedural generation takes quite a bit of development time, so it's not a get out of jail free card.
    As a game dev myself I often feel like people don't really appreciate how much time and effort developing a game really takes and instead criticize developers for not doing something people would like to see, for which they just don't have the resources to accomplish without going bankrupt and shipping an incomplete/broken game or not shipping a game at all, which is why I'm commenting this. A successful game development is all about scope. If you overscope your resources, you are going to have a really bad time.
    2. A bit nitpicky, but I think you are confusing the concepts of content a features a little. Explorable buildings are environments and as such are content as they are not game mechanics per se. They might require supporting game mechanics, though (but not necessarily).

  • @Sworddancer48
    @Sworddancer48 2 года назад +11

    Agree 1000% percent that Features are much more important than Graphics. Seems like the industry intentionally forgot that (to sell hardware) after the 90s and early 2000s, except for the Indie sphere.
    But I don't think this would work for GTA gameplay in it's current iteration. Maybe if it was geared more towards simulation and sandbox instead of linear storytelling. But I don't see that happening, unless Rockstar or other developers somehow get a core team capable of honestly revolutionizing not just the entire genre but open world gaming as a whole. Which would take time and money that almost nobody is willing to risk.
    Battlefield and Battle Royale's on the other hand might make it work, but it would be a tough balancing act to make it fun in actual gameplay. Especially destructible buildings. But not impossible.
    As for using all of these ideas in classical open world games (except destructibility, that's too big of a Pandoras box)... Maybe if a developer opted for long term and used modular release windows.
    Let's say Cyberpunk. Instead of the entire city, just one district. Or use mega-skyscrapers instead of districts. But you could find things to do around almost every corner. And the entire 3d space of the district would be used, from the rooftops down to the subway and sewers. Architecture is one of the more interesting aspects of cyberpunk cities after all. And a year or a bit longer later, they release another district. And build the city little by little. This would require a good long-term team of developers of course. And good core gameplay, because without it, it's just a walking simulator. Though a good walking simulator of a cyberpunk city with the right music and vibes might not be a bad idea, sometimes you just wanna see stuff.
    Or a multiplayer community built city. Expand a city organically, just like in real life. Not sure how gameplay would work though. A city of just Bob the Builders???
    Not sure how marketable any of these ideas are, but it's fun to dream.

  • @adambrown6669
    @adambrown6669 2 года назад +27

    The issue has never really been hardware or software, it's always come down to time, making every building in GTA V enterable with an interior is entirely possible, it just would take forever to do, to model unique interiors for every single floor of every single building, to add different elements to every individual home and room so not to have them all repeat. There are some games that prove this would work, fortnite for example has pretty much every single building enterable across it's large map, Minecraft allows the player to assemble massive cities filled with unique custom buildings and their interiors, space engineers offers the same option with large scale spacecraft with advanced destruction physics to boot.
    The one issue that would crop up in some cases would be load times, with the question being, how do you get all the internal assets to load in a world like GTA without taking forever or lagging every time you enter a render chunk. Simple solution for this is to just have junk assets only spawn when a player is either inside or just outside a building, this obviously applies more for online play as during single player the game would only need to load what is relevant to the player location.
    The next step from this would be adding destruction elements to this fully explorable world, in an online game like GTA the destruction would have to be limited in some level to maintain lobby playability, if you could destroy everything then you could enter a wasteland of a map instead of a city
    This could be achieved with two methods, either reducing the availability of extreme destruction tools or having a suitable retaliation method for the AI to enact upon player terrorism acts.
    Additionally for the sake of world life, instead of simply making the building respawn, having construction workers show up and repair it over an ingame day or so would be pretty cool.
    These kinds of games are entirely possible just at this time they'd end up being sandbox games which is the only downside.
    Though I'd love a good survival game with those features.

    • @isaiahc8390
      @isaiahc8390 2 года назад

      This world is rapidly passing away and I hope that you repent and take time to change before all out disaster occurs! Belief in messiah alone is not enough to grant you salvation - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36) if you believed in Messiah you would be following His commands as best as you could. If you are not a follower of Messiah I would highly recommend becoming one. Call on the name of Jesus and pray for Him to intervene in your life - Revelation 3:20.
      Contemplate how the Roman Empire fulfilled the role of the beast from the sea in Revelation 13 over the course of 1260+ years. Revelation 17 confirms that the beast is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years going back to Babylon and before, C) History as we know it is fake. You don't really need to speculate once you start a relationship with God.
      Can't get a response from God? Fasting can help increase your perception and prayer can help initiate events. God will ignore you if your prayer does not align with His purpose (James 4:3) or if you are approaching Him when "unclean" (Isaiah 1:15, Isaiah 59:2, Micah 3:4). Stop eating food sacrificed to idols (McDonald's, Wendy's etc) stop glorifying yourself on social media or making other images of yourself (Second Commandment), stop gossiping about other people, stop watching obscene content etc. Have a blessed day!

    • @mrbeard798
      @mrbeard798 2 года назад

      I mean, they may be working on it in gta 6 because they started working on the game after gta 5 (2013) release and they would finish in 2026, hence why they took so much time and work to finish the game, but hey, I may be wrong tho 🤷‍♂️

    • @TheyWantMeGone69
      @TheyWantMeGone69 Год назад

      If they unlocked all the already existing buildings from GTA V's campaign into free roam, I would be fine with that.

    • @lemmy154
      @lemmy154 Год назад

      @@mrbeard798 RDR2?????????????????????

    • @mrbeard798
      @mrbeard798 Год назад

      @@lemmy154 what?

  • @Macil2018
    @Macil2018 2 года назад +8

    I think what it comes down to is voyeurism is built into human curiosity/human nature. I can't tell you how many times I've found myself following an NPC around in a game, rummaging through their belongings or just watched them interact with other characters.
    Somewhere deep in our subconscious we yearn to be a fly on the wall in other people's lives. We're nosey and analytical, maybe even deeper rooted it is for a survival purpose. We watch and study others and explore the world around us to adapt and learn at how to better survive ourselves. Avoiding mistakes others make, learning where resources are, etc.
    I can't wait until games fill in the world building gaps and make sure godlike extradimensional beings in another lifeforms world. Able to sneak around, hear, observe and influence their experiences. The future will be a wild place.

  • @Fl0d57
    @Fl0d57 2 года назад +8

    I always liked how you can visit interiors in Yakuza games, not every single building are entrable building but I still like it

    • @yunghitnit666
      @yunghitnit666 2 года назад +2

      Especially in the newer ones like Yakuza 6 and Like a Dragon where you can go in interiors without a loading screen just walk right in

  • @kummer45
    @kummer45 2 года назад +73

    I will call this video, the voice of hope.
    You are the hope for the gaming industry and us gamers.
    Outstanding video.

  • @alex-q8-q9
    @alex-q8-q9 2 года назад +5

    “Fully enterable buildings in games” *every gta players dream*

  • @themadtitan7603
    @themadtitan7603 2 года назад +32

    The idea of fully enterable buildings is an alluring one, but personally, I never felt the need to enter EVERY single building on a game's map in a title like GTA.
    I'd love to see more interiors from missions and/or ones where some sort of activity, piece of lore or social hub takes place but the inherent idea of entering apart building, warehouse and factory or places that the Playable Character has no business being in seems unnecessary and like more work that could go into fleshing out other aspects of the open-world.
    I wouldn't object to the idea if it was really possible on a grand-scale one day and featured in the next GTA, Watch Dogs, RDR or any other AAA open-world series. However, since it seems now like a future goal, I'd be content with just seeing more enterable interiors than ever that are actually filled with things to do rather than enterable for the sake of it.

    • @AhmadWahelsa
      @AhmadWahelsa 2 года назад +3

      Well, there is Deus Ex, Yakuza, and Cyberpunk, when it's enterable, it's surely has a side mission on it, there is also Bethesda games, everything is enterable but it's just NPC homes and stuff, or just for players to farm gold by stealing their items lol

    • @Sebbir
      @Sebbir 2 года назад +2

      Exactly what i was thinking. Just going from apartment to apartment in a skyskraper for example sounds like it would get old really quickly. And since these interiors would most likely only be visited by a small percentage of players there probably wouldn’t be much to do in them.

    • @themadtitan7603
      @themadtitan7603 2 года назад

      @@AhmadWahelsa I'm not stating they shouldn't be lots of enterable interiors, just that I'm not as enthused by the idea of accessing EVERY interior.

    • @themadtitan7603
      @themadtitan7603 2 года назад +1

      @@Sebbir That's exactly my point. I hope to see more interiors with content or things to explore than every interior being open with a lot of them being empty and reused from other interiors.

  • @Thepietro5000pp
    @Thepietro5000pp 2 года назад +5

    I don't care about entering random ass buildings as they would be copy pasted and boring. I indeed think it would work within a game set in the wilderness, with small amount of buildings. Like RDR2.

  • @CromThePale
    @CromThePale 2 года назад +5

    Nice video. I think one game you've overlooked is 7 Days to Die. This is a zombie game that features fully explorable buildings in a random generated map. The largest map being 10km X 10km with the largest city being around 1.5km X 1.5km. However, modders have managed to create even larger maps and 'mega' cities, even going so far as to create 1000 new buildings to expand the variety found in the base game.
    The game does suffer some performance issues but this is mostly to do with the entire map being destructable. Every block, rock, wall, window, floor, car and odd object can be destroyed from bedrock up to the sky limit. As the game is still technically in 'alpha' it is still being optimized and new buildings (POI's) as well as updated textures are still being added to the game.
    Playing 7D2D has spoiled me in many ways. Walking down a city street, seeing a zombie horde, breaking down a nearby door, running up stairs, going out a window and sniping them from a rooftop. What makes it even more amazing is the 'environmental story telling' they do. When you enter a building there is a set path you can take, but are not forced to, and this path leads you through how the former residents may have resisted the zombies, failing and leaving behind some supplies for you to claim. Broken walls, failed baricades and spike traps as well as many other things are used to tell the tale of the final stand the previous residents made.
    My hope is that as this game grows, gets more optimized and PC's become stronger, it will lead the way for newer games to have much larger and more immersive worlds.

  • @goonagun
    @goonagun Год назад +2

    Fallout 3’s DC interior mod breathed new life into the game and made me feel more engaged when exploring the world

  • @Zel_eo
    @Zel_eo 2 года назад +4

    The Division was, imo, a great example of blending building interiors and outside exploration. At low level you NEED to roam backstreets and buildings to try and find loot / cosmetics. It took my friends and I weeks to get top level just because we were wondering around the map finding loot, cosmetics, and side story stuff. In between this exploration was gunfights and the occasional main mission. Assassins' Creed Unity did some amazing work with world building also.

    • @isaiahc8390
      @isaiahc8390 2 года назад

      This world is rapidly passing away and I hope that you repent and take time to change before all out disaster occurs! Belief in messiah alone is not enough to grant you salvation - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36) if you believed in Messiah you would be following His commands as best as you could. If you are not a follower of Messiah I would highly recommend becoming one. Call on the name of Jesus and pray for Him to intervene in your life - Revelation 3:20.
      Contemplate how the Roman Empire fulfilled the role of the beast from the sea in Revelation 13 over the course of 1260+ years. Revelation 17 confirms that the beast is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years going back to Babylon and before, C) History as we know it is fake. You don't really need to speculate once you start a relationship with God.
      Can't get a response from God? Fasting can help increase your perception and prayer can help initiate events. God will ignore you if your prayer does not align with His purpose (James 4:3) or if you are approaching Him when "unclean" (Isaiah 1:15, Isaiah 59:2, Micah 3:4). Stop eating food sacrificed to idols (McDonald's, Wendy's etc) stop glorifying yourself on social media or making other images of yourself (Second Commandment), stop gossiping about other people, stop watching obscene content etc. Have a blessed day!

  • @Arcian
    @Arcian 2 года назад +5

    Nanite is probably one of the big reasons (besides development and training costs) why CD Projekt Red is switching from their own RED Engine to Unreal 5 for their future games. Can't wait to see what they're able to do with Unreal 5 in the Cyberpunk sequel - imagine a Night City where every building is in fact enterable thanks to Nanite.

  • @_shenanigans_8337
    @_shenanigans_8337 2 года назад +30

    I really hope this happens. I’d spend so much time just walking around exploring every building in a game. Think of the potential Easter eggs they could hide too!

  • @Viktor2188
    @Viktor2188 2 года назад +2

    For me even more important than vast fully modeled interiors is the addition of intelligent NPCs with work schedules, breakfast, dinner, TV times, Partys, reading the newspaper, working on the car in the garage, going on trips through the airport or exploring the map themselves. They could go camping for example. Also buying groceries. It would be so interesting following these thousands of unique people and seeing their actions in the map. Always complex and always happening around you. The guy you pass on the highway could be going anywhere. The possibilities are endless. This is full immersion! It would be so fun to have missions in for example GTA to infiltrate a house with working complex npcs that have lives. Or also working offices. Hope this will be real someday.

    • @Sparkette
      @Sparkette Год назад

      While you're at it, why not add the ability to actually communicate with them as if they were players in a multiplayer game, now that there's viable technology for it?

    • @Jakkaribik1
      @Jakkaribik1 10 месяцев назад

      NPCs Who Behave like Real Players sure it is hard to Pull off but Like Sims it Can make Players less Violent because now they do Something outside of Guns or Weapons

  • @thomasmacdonough288
    @thomasmacdonough288 2 года назад +9

    I remember when I switched to VC after playing GTA III for so long, and I was absolutely blown away when I walked into the pizza shop. And the mall? I may aswell been teary eyed.
    Furnished buildings give off just such a magical level of immersion it really does make me feel closer to the game.

  • @binkbonkbones3402
    @binkbonkbones3402 2 года назад +33

    My ultimate ambition is a game with very simple stylised graphics, but every object and nearly all rooms are fully interactive and functional and destructible, and you control the arms of your player and can pick up and throw with each hand, health is dealt via "realistic" physics systems so weapons work how you'd intuitively expect. Think human fall flat without the fuckyness and with big open world locations with mission dispersed within, free to be approached however the player sees fit. Also a big emphasis in my game design philosophy is player provoked experiences and stories. I have many ideas for control schemes and platforms and styles and stories, etc. Does anybody on this planet feel like helping me try to complete this ambition?

    • @agall664
      @agall664 2 года назад +1

      I wish had the skills to do that

    • @Sanguivore
      @Sanguivore 2 года назад

      Man, that game would be AWESOME!
      Continue to dream big, my friend. One day, those dreams might just come true.

    • @ajeeshappu5480
      @ajeeshappu5480 2 года назад

      Skyrim

    • @ryndaman2855
      @ryndaman2855 2 года назад

      Try Project Zomboid, its have simple graphics, but really detailed

    • @binkbonkbones3402
      @binkbonkbones3402 2 года назад

      @@ajeeshappu5480 actually, I thought of pitching the engine for an elder scrolls game, but it has far more potential than that

  • @samohickey
    @samohickey 2 года назад +21

    We've had the tech to do interiors on a large scale, even before UE5's big Nanite showcase. You can simply have LoD's (different sets of meshes (models) for the same object which load on distance based on the players' (or their cameras') location in order to optimize polycount, thus helping with frames, etc.) for the building mesh and when you get closer, the interior starts to load, until you're finally close enough to go inside, etc; UE4 allowed this prior to Nanite. With Nanite it's a lot easier, but the issue doesn't come down to the tech... is my point.
    The issue comes down to business. These AAA titles like money; They pay their employees large salaries, so deadlines are key.
    For example: CoD, Fifa, anything that comes out annually... it's to pay those salaries. Also, like Hollywood releasing Avenger movies, Star Wars, TV series with hour long episodes which come out annually; nothing against them, but it's on a schedule to cram enough intriguing things into the product to make enough money to pay everyone, their unions, etc. in order to make another product, so that the people involved can do this until they're able to retire.
    So the real question is how could a company make a game with a lifetime long enough to be able to continually pay salaries of all the creative minds involved? How could a team afford to put the time and effort into adding such detail to a world without having to worry about deadlines?
    Procedural generation and using other tricks to make the work a lot faster has been utilized up to this point - NMS rocks at that and still, on initial release, was doomed by Sony and their deadline. However, through time and loyalty to fans, they have fulfilled many promises and gone Beyond expectations of the initial release. So again: the tech is there.
    Season passes and pay-per-month plans, though many don't like them, will continue to play a big key in being able to have better, more in-depth games with ideal security and attention to detail.
    If you as the customer can guarantee a development team continual pay and benefits, then they in turn should be able to supply a world in which the player can be fully immersed for years. Interior buildings, mechanics for flight, vehicles, combat, whatever: it's not technology anymore.
    It's job security.

    • @Rohan-iq6zb
      @Rohan-iq6zb 2 года назад

      I think gta 6 will be the only AAA game that's not far away to have a chance at having nearly everything containing interiors because of its massive budget

    • @bend.7590
      @bend.7590 2 года назад +2

      He already talked about LOD’s in the video. And yeah money is cool but it’s also physically impossible to expect certain things from the devs. I know we all like to say “boss man is bad” but that’s not what’s holding back this side of the industry. It’s tech limitations and developer bandwidth.

    • @bright-vision8766
      @bright-vision8766 2 года назад

      Problem is the immense amount of data it takes to store multiple LOD versions of every object in the game. With Nanite, you only need one version of each object.

  • @sriramkannan2592
    @sriramkannan2592 2 года назад +2

    Imagine actually going into your elevator in the Maze Bank Tower and pressing the button to your office floor, exiting the elevator and walking into the glass door of your office, where your assistant greets you.

  • @presidentkiller
    @presidentkiller 2 года назад +430

    I wouldn't lean too much on the cloud tho. It's a great solution for the computer power needed to render complicated fully-detailed worlds, but it comes with planned obsolescence (the servers won't support your game forever), privacy concerns (tracking tools could be embedded for marketing purposes) and 100% reliance on an Internet connection. If the game company goes belly-up, your game could also be lost forever.
    I think current computer power should be more than enough to render a decent-sized map with fully-enterable buildings without needing the cloud, but developers these days have become too lazy and don't optimize their games as they used to.

    • @fl1p211
      @fl1p211 2 года назад +10

      That's simply not true. Most inhouse developed engines today are optimized for every single computation in the rendering pipeline to the fullest. Although some more optimizations could be done in the area of compiler optimization (working with cache tiling, blocking etc.) that would come at a great cost of long installation times. A counterexample that cloud based services for gaming indeed work is Microsoft Flight Simulator. It streams the scenery data from Bing maps directly to the user and therefore reduces storage usage significantly. There is a disbalance between the development of user storage (has been stagnant for years now, mostly due to the emphasis of developing faster tier 3 storage rather than more) and the storage needed for new games. Cloud based services are definitely the way to go, even though it might come with negatives.

    • @sivalaa
      @sivalaa 2 года назад

      disagree. with a good cloud hosting service most of these worries disappear. the size of assets is too high to not use cloud.

    • @Chrisp707-
      @Chrisp707- 2 года назад +8

      The main issue isn’t them closing. It’s them being stable. MSFS is one of the first games to FULLY do this and because of server instability it has lead to numerous CTD issues.

    • @daytrips4668
      @daytrips4668 2 года назад +5

      Gta San Andreas graphics and modern day game engines and consoles could easily run a San Andreas sized map with fully enterable buildings. The sad truth is modern graphics take up way too much space

    • @GameFuMaster
      @GameFuMaster 2 года назад +1

      "your game could be lost forever".
      Most people don't play one game for a long time anyway.
      I'd rather be able to explore and interact with a living city, than a flat ground with decorated rectangular prisms in the way

  • @RobTheAlchemist
    @RobTheAlchemist Год назад +7

    I'm working on an open world game kinda like gta but I'm building all of the interiors. I eventually cut the map size down due to the amount of vertical space created and I believe I found a good balance of exterior/interior play space it's definately a complicated topic

    • @spartanguitarist6579
      @spartanguitarist6579 Год назад

      What's it called?

    • @RobTheAlchemist
      @RobTheAlchemist Год назад

      @@spartanguitarist6579 'Chaos Cities' is the title we landed on when we decided to get something copywritten

    • @spartanguitarist6579
      @spartanguitarist6579 Год назад

      @@RobTheAlchemist sounds super interesting, is it available anywhere?

    • @RobTheAlchemist
      @RobTheAlchemist Год назад

      @@spartanguitarist6579 its still in early production but as soon as its finished i will be aiming to have it on steam and possibly the epic games store

  • @painhurtssometimes2185
    @painhurtssometimes2185 Год назад +2

    Literally what I’ve always talked about and described. Even if open worlds are smaller if all of them had fully enterable and unique interiors then it wouldn’t matter. Like even if there’s not necessarily a quest to do or anything the immersion alone would be crazy

  • @captainbongwater7790
    @captainbongwater7790 2 года назад +4

    0:07 AY WHAT THE FU- HOW DID YOU GET INTO MY GTA ONLINE APARTMENT MAN!? GET OUT I'M CALLING THE POLICE!

  • @Kamina.D.Fierce
    @Kamina.D.Fierce 2 года назад +5

    Thrilling notion, except 3 problems:
    1- good luck to the programmers and devs who would have to fill all those buildings and rooms with legit content.
    2- good luck to the computers, laptops, and consoles trying to contain THAT much content. Forget gigs, a game like this would be terabytes in size.
    3- good luck to those same computers, laptops, and consoles that try to RUN said game.
    4-bonus- good luck making a game of that scale affordable to the general public.

  • @MarkArandjus
    @MarkArandjus Год назад +1

    This is what impressed me about Hitman 2016 - there were no fake rooms, building were fully realized, you could open every door. Like that mansion in Paris, they made the whole thing.

  • @showalk
    @showalk 2 года назад +8

    This is a beautifully-produced video. So much work went into it that will probably go underappreciated.

    • @thirdhandlv4231
      @thirdhandlv4231 Год назад

      1.5 mil views.

    • @showalk
      @showalk Год назад +1

      @@thirdhandlv4231 views are one thing. People understanding what went into the product is another.

  • @mbunds
    @mbunds Год назад +2

    Projection mapped interior spaces are already commonly used, and procedural routines could easily generate furnished interior spaces. With the right plugin, a dev could create buildings having zones representing windows, doors, and other openings automatically generated and marked by the plugin when walls are created. Each building can be tagged with its "type" (residential, office, etc.), with a few "special types" defined (Doctor/dentist/lawyer office, and the routine could then map the procedurally generated spaces onto building windows and doors, providing fully-rendered 3d interiors viewable during runtime, populating buildings of all kinds with lightweight projection mapped interiors.
    As usual, spaces outside of the camera view or the draw distance aren't rendered to save resources, and typically those which the player has no clear view of would skip rendering small details, and "default" spaces are "merely" mapped as "background assets" and typically would not allow a player to enter, unless one or more specific spaces are marked by the dev as "enterable" allowing the player character to break the plane used to mark openings, and be allowed to interact with the interior and its objects.
    The generation and population of buildings with these projected spaces could have many "tiered" options, from "generate the entire city with every possible interior space mapped and enterable", to "map this crescent opening on this outhouse". Procedurally generated interiors could be "locked-down" with a seed vector allowing a dev to "freeze" an instance once they are satisfied with the particular spaces generated for an environment (although I defy any developer to visit every one of potentially millions of rooms, offices, closets, garages, etc. for validation in a fully-rendered city), or special environments could be crafted where the spaces are randomly generated each time they come into view, providing a nightmare scenario presenting paths connecting interior spaces "back rooms style", but without the comfort of being able to return to any place which the player has seen before unless, for example, they complete certain tasks the dev has established, allowing them to "find a way back".
    You can expect to see these kinds features rolled-out very soon.

  • @alaina_plays_games
    @alaina_plays_games Год назад +1

    Every building in Skyrim is enterable and seem realistically built for the size of the interior, the only problem was the limitations of tech in 2011, the game could now be remade with absolutely no load screens which modders are already doing, similarly Elite Dangerous Odyssey is a game with no load screens and it works very well by not rendering areas until you are close enough to see them and it gets around load screens by having the ability to go into hyper space which acts like a load screen and also elevators which act like a load screen, now you could easily fly to places without using hyper space but that would take weeks of real time which gives the solar system you're travelling to plenty of time to load. You mention Cyberpunk in this video too and I can assure you that me and the guys from Redrock Studios are working very hard to make all the buildings in Night City accessible and also bringing in things like gang wars where gangs take over areas and you can influence it, a working stock market that is effected by your actions, more people walking around and engaging in random events to make the city feel truly alive and so much more.

  • @cam4748
    @cam4748 2 года назад +4

    The labor to do this would be excruciating and backbreaking. While all of this would be great and make for a more immersive game world im not sure if I’d be comfortable with the human cost this would need to work

    • @pedrojose4250
      @pedrojose4250 2 года назад

      Let me.introduce you to now old tech called procederal generation.
      You welcome

    • @brodriguez11000
      @brodriguez11000 2 года назад +2

      @@pedrojose4250 Let me introduce you to...shallow levels.

    • @slizzysluzzer
      @slizzysluzzer 2 года назад

      No design staff would ever do this without some level of procgen. The only thing that matters is how much procgen.

  • @PhoebeTheFairy56
    @PhoebeTheFairy56 5 месяцев назад +1

    I think that while having every building be fully enterable is impossible in big city maps for now, having _some_ buildings be fully enterable is still less common than it should be imo

  • @BkSMedia
    @BkSMedia Год назад +1

    This is a well researched and documented case study into the future of games, although I do take issue with some parts of this video, particularly in the section where you question if it's possible. As a software developer in the industry, rendering millions of polygons on screen nowadays isn't the real issue. We have been able to render millions of polygons since Xbox 360 & PS3 days. The real issue is that developers are subject to CPU budgets and memory budget, by that I mean, the length of time it takes for an instruction or function to be processed. If you have to instruct the CPU to get X texture for Y object and it's not in CPU cache, then it needs to request the cache of the system memory, and this is where real bottlenecks can happen because if the system memory doesn't have it cached either, it then needs to go to virtual memory which is stored on the system storage device. All of this adds precious milliseconds to an instruction set before the CPU can move on to the next instruction, and a delay in that can cause things like lagging. CPU budgets for texture fetching could be as small as 50ms which is challenging if the CPU has to go all the way to virtual memory on system storage.
    Most studios/developers are focused on modern systems like the PS5 or XBSX however when you need to support a PC platform then you add a different layer of complexity because now you need to deal with minimum & recommended requirements. A minimum required for PC might be that the storage has to be an SSD, but you can't guarantee that particularly in countries where things are expensive like Brazil or India. So these users that use a HDD instead of a SSD then add more time on to the budgets if the CPU needs to request from storage.
    Another real issue is that developers are often bounded by the amount of bandwidth they can use between CPU & memory, as well as the amount of memory on the GPU. On platforms like PS5 & XBSX this isn't too much of an issue as they can code for those platforms specifically as they know the hardware limitations, however again on PC where hardware varies greatly, assumptions need to be taken. What if little Jonny who has a PC only has 4GB of GDDR5 GPU memory but the PS5/XBSX platforms have 16GB GDDR6 memory? That is a HUGE transparency, and as a developer you aren't going to target the highest end systems, you would target the lowest common dominator which will set limitations for how you go about building a game.
    All this is to say that the speed at which textures, objects, shaders, etc, can be fetched from memory greatly affects the ability of developers. The new consoles set a nice new benchmark and have forced a lot of PC hardware vendors to come up to the same standard however we still are seeing new GPUs coming with only 128mb busses or only 8GB of GDDR6 memory or caches not yet big enough to contain enough memory addresses for each texture. Developers are now starting to take advantage of technologies like Resizable BAR support, NVMe drives, etc, so these issues will become less of a problem, however I still think we're ways off yet before we see fully modelled interiors for buildings, it just doesn't make sense when you have to worry about stuff like drawcalls, texture size/memory limits, amongst other things. There are more ways to make a game feel more immersible other than just vertical height of buildings. 3D audio, real-time cinematics, VFX are just a few I could name.

  • @BxPanda7
    @BxPanda7 2 года назад +6

    When AI research gets to a point where they can generate realistic 3d spaces, that's when we'll start getting maps where every single building can be entered, before that I just don't think any dev team is going to attempt such a feat, unless it's on a small enough scale that the work required isn't just completely insane.

  • @Paytonwh
    @Paytonwh Год назад

    Even if it wasn’t GTA, but even a small developer comes up with a game where they take a downtown center and allow us to explore every facet of it. A small map, but just with one city and maybe some rural outskirts. The map can be small because you can enter into every building and do something with every single place. Also if it used that technology that’s coming out where you can speak to the NPC‘s because they’re running off ChatGPT and so you can have interactive conversations with NPC’s in or out of missions with every building, the sewers, the subway, every car every restaurant, bar, clinic, grocery store, Police Department, cafe, clothing store etc is enterable and fully modeled. That would be amazing.

  • @balazsgemes
    @balazsgemes Год назад +1

    The open world emptyness is not a technical limitations but Rational business decision. Its much cheaper to make it empty. If you want to fill it you would need more than just some standing npc and stuff on the table. It would need a LOT of story writing.

  • @Jahi_144
    @Jahi_144 2 года назад +5

    Thats what i loved about cyberpunk they had so many enterable buildings and the map was very detailed throughout every corner really made it seem like its a world who goes on whether you’re there or not

  • @kaiparker1756
    @kaiparker1756 7 месяцев назад

    The fact I’ve thought about the skyscraper swat idea too, would be so cool

  • @NinjaTyler
    @NinjaTyler 2 года назад +4

    I remember how awesome the map for Assassin's Creed Unity was where around 1/4th of the buildings in France were fully detailed and you could run through them it really made the map feel bigger and more alive having families moving in and out living in them.

  • @ihateslay9861
    @ihateslay9861 2 года назад +3

    I get the idea of wanting fully enterable buildings... But I don't really see the need, sure it would make it more "immersive" or "explorable" or even give incentive to walk around but half of the time you talked about it you didn't really explain how doing this will pay off all the work and time that goes into making a game or update. I mean you quite literally just said "Adding more features will require more work. The cost of adding all these car interiors paid off though in that, we have first person mode now and can customize the cars interiors." Not once is it explained how this benefits game developers in any way. I mean do you seriously think people will buy GTA just because of car interiors? No. And that's the problem with this video. It's a great idea, don't get me wrong. But unless a group of up to 20 developers can ALL have the time and motivation to do this but also fully understand that their work might not pay off is a big "IF".

  • @Lava-x3t
    @Lava-x3t Год назад

    Something I'd like to add, a few games do have textured buildings and whatnot one being Assassins Creed Unity, it may not be super immersive but its a nice touch and are heavily detailed for late 2014.

  • @EzPeasy6969
    @EzPeasy6969 8 месяцев назад

    "fake the space" this went on to inspire another video by Jacob Geller talking about faked space. this is an amazing concept, thanks for bringing it up!

  • @JackNoEyes
    @JackNoEyes Год назад

    actually im pretty sure that originally bully 2 was gonna try and do something like this before it was cancelled, i remember them saying something like if you can see an interior there's a way in

  • @markdaga1711
    @markdaga1711 2 года назад

    We were heading in this direction early in the 360/PS3 era. The jump in baseline console specs from single core CPUs running at hundreds of mhz, to 6+ threads at 3ghz+ was so big that devs felt they actually had the processing grunt to start making games with innovative system’s like battlefield bad company with its hugely destructible environments, and Far Cry 2 with flexible foliage and real-time dynamic fire, etc. but then we got hamstrung with the jaguar cpus in the Xbox One / PS4 that were arguably less powerful than the ps3’s cell processor, so they went back to just improving graphics since they couldn’t expand the game logic by the same leaps they made from the 6th-7th gen.
    Now at least the console baseline is a mid-tier desktop class 8 core CPU with a modern architecture, instead of the mobile-grade cpu from last gen, so we might start to see some growth like this again (unless they just end up throwing all the processor overhead at BVH trees for ray traced reflections… ugh)

  • @thejackimonster9689
    @thejackimonster9689 Год назад +3

    The comparisons in this video are so far off. I mean you compare interiors with streets, like WTF? Are you serious? Streets are designed for cars to drive and interiors are designed for human to live. Guess why you can explore the one and you can't really explore the other... it's by design.
    Also most games you mentioned with interiors either provide buildings for a special purpose or they generate dummy buildings if needed. So how is faking interior from inside better than faking it from the outside? I think that's just very naive to think it makes a true difference.
    If you want to achieve actual immersion your interior would need to fit a purpose or it would need to feel alive at least. That implies you either require complex simulation as games like 'The Sims' do or you have to design every interior by hand as games like 'Zelda: Breath of the Wild' do. Both options do not work for each and every game because they don't scale really well.
    The first option costs a lot of computation resources while the second option requires a lot of work, meaning money. But as claimed in the video, rendering is not the issue here. It's also not the issue to generate some basic variants of interior. But does that solve the issue of lacking immersion? No, it doesn't.
    It really sounds like you have done somewhat research but then completely stopped reflection why game developers do not just do that. Are you really that ignorant thinking everyone but you is that stupid? Do you think nobody could fire up Unreal Engine 5 and enable Nanite?
    I really don't get this whole video series from you. It just sounds like a spoiled and ignorant monologues.

    • @SomeGuy_Somewhere
      @SomeGuy_Somewhere Год назад +2

      This sounds like my ideas when I was 10. "Why can't there be a video game thats just the whole United States???"

    • @iwantsomepie
      @iwantsomepie Год назад

      Fr, its unrealistic with current game companies' development structures. Who knows what the future might bring, but to propose this idea with current tech is ignorant.

  • @zeekjones1
    @zeekjones1 2 года назад +1

    Making a city with modular parts, and assembled procedurally...
    Most buildings follow standard building rules; ceiling heights, entry and stairwells, hall layouts. Simple props and patterns can be infinitely made in AI to make hundreds of variants of even single objects. No room would look the same unless they should be, like a theatre or office room.

  • @Tsudkyk
    @Tsudkyk 9 месяцев назад

    Gun battles in interiors are much more fun because it’s close quarters and there are usually plenty of blind spots and places to take cover. I hate getting into a pvp situation and the other player is sniping from 3 blocks away or using an oppressor to control the fight.

  • @resresres1
    @resresres1 Год назад +1

    honestly, fully explorable buildings is only worth it if you have NPCs/AI living and going about their daily lives within the buildings. Otherwise, the buildings are just a hollow shell, even if it's completely furnished with rooms. The ultimate would be an MMO where the players fill out those buildings and use them. There needs to be an MMO that is basically a Cyberpunk'ish city and the players live within the city and every building is enterable and filled out.

  • @DEADB33F
    @DEADB33F Год назад

    ARMA3 had full building interiors but due to hardware limitations they had nothing in them.
    There was an Easter egg somewhere of a newspaper on the ground in one of the buildings with the headline "BREAKING NEWS: Mysterious disappearance of all furniture" as a nod to the fact that all the buildings were empty.

  • @jyaw16
    @jyaw16 Год назад

    I feel like modern games and the industry have kind of hit a plateau, and that these days games are just all about graphics and nothing else. This video is great, in terms of what can be done to advance games, where we're actually using all this hardware and power we have for something other than better reflections. Things like fully enterable buildings, better environmental destruction (which can also contribute to gameplay in multiplayer or like in Teardown), multiple narrative choices that lead to multiple different endings, etc. I'm really looking forward to the rest of the videos in this series. Keep up the awesome work.

  • @rlynotabot
    @rlynotabot 9 месяцев назад +1

    Artificial intelligence is going to be the next step of game devloppement especially in environement and decor generation. Beside moders already opened the possibility to open all buildings in games like GTA for instance. Again the gameplay is more enjoyable on these maps when you are Role playing of having different missions related to travel and entering building. More space is not always enjoyable.

  • @Grass_77
    @Grass_77 2 года назад +1

    If you want to see a game with fully destructable buildings with full interiors, with fully interactive objects and entire high detail cities fully randomly generated that literally feel like a gta map, you need to check out 7 days to die.

  • @TheAntiTrope
    @TheAntiTrope 2 года назад

    Every game dev employee watching the office become even more sweat-shoppy

  • @Name-ps9fx
    @Name-ps9fx Год назад

    Thumbnail reminds of the exterminator from the movie "Mouse Hunt", and his pocket-sized nuke....leaves a perfectly spherical hole in the first, second, and third floors of the mansion!

  • @omphya6229
    @omphya6229 Год назад

    Kingdom come deliverance is so good with this. Every building is explorable and every NPC has a life. They don't just spawn in but they are real things.

  • @gld3n711
    @gld3n711 Год назад +1

    Its why i prefer small games like Dead Rising and Yakuza, they have small yet extremely open and detailed open worlds.

  • @justmusiciaan
    @justmusiciaan Год назад +1

    I think that fully enterable buildings are not needed in games right now. Because, yeah, exploration is cool but you won't find anything besides that there. It is impossible to fill all the buildings in, let's say, Los Santos with real high quality content. And you'll end up grinding those "find 10 something" quests

  • @chugg159
    @chugg159 9 месяцев назад

    0:38 That's pretty optimistic, and I wish you were right. But you know full well it's gonna be graphics for another 10 years.

  • @Sparkette
    @Sparkette Год назад +2

    AI is another technology that could really help with this, now that it's able to produce stuff that doesn't look robotic and repetitive.

    • @BloodyKnives66
      @BloodyKnives66 Год назад

      Yes! Tired of stupid AI, AI doesn't need to be as dumb as it was decades ago

  • @rots3123
    @rots3123 Год назад

    Star Citizen also was deeply focused on realism which why all ships have fully high detailed interiors and not procedural generated but fully handcrafted with realism functions for maximum immersion. planets tech is also the best out there. but the project seems will take so long if this type of realism will apply.

  • @miitch99
    @miitch99 2 года назад +1

    Interiors could be procedurally generated with a seed when needed. Would save on drive space and add variation within realistic reason.
    nvm, was just mentioned in the vid.

  • @hyryel2131
    @hyryel2131 Год назад +1

    Fully enterable buildings are greats, IF there is something to do inside.
    I don't mind staying on the street if this 60 floors building is just nothing else than a museum to enter, look and go out.

  • @riclate2013
    @riclate2013 2 года назад

    Kingdom Come Deliverance I believe had fully enterable buildings atleast for the most part you could go inside every building without any loading screens and even caves and mineshafts were fully enterable only time a load screen happened is if it was a cutscene or you were fast traveling

  • @prankerganster3985
    @prankerganster3985 Год назад

    Surely possible - when you go close enough it loads it, when you enter it shows an animation of some kind, while loading, same when existing

  • @aidenburgess217
    @aidenburgess217 2 года назад

    Algorithmic compression for maps is pretty poggers. Just hard to do with high detail/good design

  • @zasli5118
    @zasli5118 Год назад

    Finally I can satisfy my issue of going though people's stuff. Its so awkward to be 7 and to just go looking through your friends's drawers and cabinets. I really have a problem.

  • @SyntheticFuture
    @SyntheticFuture 2 года назад

    Dying Light and Dying Light 2 made a good start with this. It's essential for survival games Imho. You need to have options to hide and not just rows of closed doors.

  • @ayol1011
    @ayol1011 2 года назад

    I think Minecraft build server is a great example of why while this idea is great but the limitations is also greater. After like 50 rooms/space it's hard to make rooms that feels unique. And it's not like we will explore all the floors and all the rooms and buildings. The amount of data needed to save and render the building would be astronomical

  • @caberful
    @caberful Год назад

    Maybe we have to go back to disks, now our games are fully installed in an integrated storage because the price dropped, before they loaded in real time from only read storage (cheaper), seems like is changing again, but the shift is unlikely to happen from big companies (even if they started the concept)

  • @raytracer2651
    @raytracer2651 2 года назад

    This is just around the corner, with voxel tech and ai, the games are set for a revolution , we'll see a game of this type within 12 months.

  • @anonymous3738
    @anonymous3738 5 месяцев назад

    Each interior can be modeled and added to the game one by one after release, just like the map in American Truck Simulator.

  • @pleasureslave6473
    @pleasureslave6473 2 года назад +8

    Everything you said in the intro is exactly what I used tofeel!! Specifically as a child when I played San Andreas. I never remember thinking, "I wish this world was bigger!" No!!! I wanted to be able to go into every building!!!! UHD Bluerays can Hold like 300gbs. We have the technology. The issue is the stagnation of the industry.

  • @noahgiveitback6520
    @noahgiveitback6520 Год назад

    Although my current Laptop would probably not be able to handle that, but that would be insane and really cool. Basicly the ultimate GTA evolution.

  • @KobaAM
    @KobaAM Год назад

    One of my fondest memories playing RDR 1 Online was sneaking around a one of the houses you could go into with two of my friends looking for me to kill me but genuinely not being able to figure out where I was because I would sneaking out one of the windows of one room and moving while crouched on the roof to another window to a different room. There were a few places like that and it was always just so exciting to have that tension and element of surprise when I’d attack one of them when they split up. It was 100000x more fun than generic “HEY THERE IS GUY IN FIELD I SHOOT AT HIM” shit.

  • @darksars3622
    @darksars3622 Год назад +2

    Skip da s**y mobile game ad 1:53

  • @rejucted408
    @rejucted408 Год назад

    guess those 2 planes on that one day in september of 2001 didnt get the memo that not all buildings are enterable

  • @kipp1231
    @kipp1231 2 года назад

    I loved saints row 2 for this, there are so many interiors to play around in and it gives the games a better feel.
    Gtav just feels like you are stuck outdoors all the time.