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

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  • Опубликовано: 12 июн 2024
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    Each Decade, Video Games used to advance majorly as technology moved forward. Yet lately, games seem to be more focused on making their content centered on online stores, rather than new features. This video considers the possibilities of fully enterable buildings, a potential advancement many people want to see in games.
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Комментарии • 4,1 тыс.

  • @DarkSpaceStudios
    @DarkSpaceStudios  Год назад +523

    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 Год назад +49

      no

    • @AhmadWahelsa
      @AhmadWahelsa Год 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  Год назад +11

      @@AhmadWahelsa which sims are you thinking of particularly?

    • @AhmadWahelsa
      @AhmadWahelsa Год 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 Год 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

  • @TrialzGTAS
    @TrialzGTAS Год назад +13663

    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 Год назад +1444

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

    • @Dankehum
      @Dankehum Год назад +1258

      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 Год назад +787

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

    • @carlos-bm6658
      @carlos-bm6658 Год 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 Год назад +219

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

  • @Diamond-um6mg
    @Diamond-um6mg Год назад +1984

    In Assassin’s Creed Unity, a decent part of that game’s map of Paris had fully modeled explorable interiors. I remember parkouring from the roof of a building into the window of another building, running around its interior, then jumping out of another window onto another building. Granted, many of these interiors were copied and reused across the map (I think they may have used procedural generation or something similar but I’m not 100% sure of that) but they were still able to maintain the illusion.

    • @DarkSpaceStudios
      @DarkSpaceStudios  Год назад +233

      I read a bit about that game when working on this video, but I never had the chance to play it myself to see. It sounds awesome.

    • @hawken796
      @hawken796 Год назад +102

      The realistic building/character scale plus all the interiors made that map feel very real

    • @AhmadWahelsa
      @AhmadWahelsa Год назад +59

      @@DarkSpaceStudios Have you checked Deus Ex or Cyberpunk? those games also had insane amounts of enterable buildings, and Bethesda games too (but they had loading screens when you go in/out)

    • @darkwolf780
      @darkwolf780 Год назад +7

      Not every building in Unity was enterable lie what he's talking about in the video

    • @hawken796
      @hawken796 Год назад +41

      @@AhmadWahelsa Deus ex had a lot of enterable buildings but cyberpunk didn't

  • @TOPNOTCHIDIOTS
    @TOPNOTCHIDIOTS Год назад +1057

    They should’ve at least let us use all the interiors already created from the missions.

    • @sageinit
      @sageinit Год назад +12

      *should've

    • @connerlacefield8575
      @connerlacefield8575 Год назад +23

      Nice to see you here bro , you wanna get checked my boy?

    • @minignoux4566
      @minignoux4566 Год назад +50

      gta4 pretty much did this
      a shame 5 abandoned the idea

    • @ghostyhype_btw4303
      @ghostyhype_btw4303 Год назад +8

      if your on pc there is a mod to unlock them and a bunch of others

    • @Scarpheon
      @Scarpheon Год назад +2

      @@ghostyhype_btw4303 Shit that be nice to play with. What’s it called?

  • @Freakingbean
    @Freakingbean Год назад +347

    Elder scrolls cities are small, but you can enter basically any building. It adds a lot to the world.

    • @blizyon30fps86
      @blizyon30fps86 10 месяцев назад +44

      Yeah but that immersion gets ruined the second you hit a loading screen when entering a door

    • @spartanguitarist6579
      @spartanguitarist6579 10 месяцев назад +13

      Unlike Fallout 4 where a good half of the buildings in the incredibly small map are unenterable, despite it being "the most ambitious game yet!"

    • @yourmom9200
      @yourmom9200 9 месяцев назад +9

      ​@spartanguitarist6579 Boston in Fallout 4 is way bugger than any Elder Scrolls city. It's not reasonable nor realistic to expect every multi-story building there to be fully explorable. I don't think you understand how much that would add to the development time.

    • @pan1ni82
      @pan1ni82 9 месяцев назад +2

      @@blizyon30fps86its an old game so thats why but in modern games it is possible but hard

    • @Jakkaribik1
      @Jakkaribik1 6 месяцев назад

      Fallout 4 Is just your Base Building Game with Console Commands where you can Build on Any Location but yes most Places are very Small and there is nothing Special about them.. Once you Exit you will probably never come back. A Scout system where players need to hide from Toxic Rain or Hordes would be ok Barricade for some Ingame Hours and Hear if the Noices are gonne if you dont want to look out of the Door.. @@spartanguitarist6579

  • @kalle5548
    @kalle5548 Год назад +1609

    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 Год назад +19

      VR is godsend in this case...

    • @i7583
      @i7583 Год назад +3

      You mean games like gta?

    • @kalle5548
      @kalle5548 Год назад +31

      @@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 Год назад +1

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

    • @i7583
      @i7583 Год назад

      @@kalle5548 I dont talk about console version

  • @deluxemonster6468
    @deluxemonster6468 Год назад +1680

    One of the reasons I loved playing fallout 4 so much was the fact that many of the buildings could be entered and explored, and all of them felt unique. It felt like there was always something new to see.

    • @AhmadWahelsa
      @AhmadWahelsa Год назад +184

      it has loading screens tho, but still Bethesda games is impressive for having everything enterable

    • @DarkSpaceStudios
      @DarkSpaceStudios  Год назад +289

      @@AhmadWahelsa a sacrifice I'm willing to take

    • @AhmadWahelsa
      @AhmadWahelsa Год назад +53

      @@DarkSpaceStudios what do you think about games that has small maps but tons of interiors? like Yakuza and Deus Ex

    • @Jsipki265
      @Jsipki265 Год назад +30

      @@AhmadWahelsa I’d say they’re better more fleshed out and thought out

    • @FTChomp9980
      @FTChomp9980 Год назад +42

      Fallout 4 has its flaws but overall exploring the buildings was fun.

  • @mr.voidout4739
    @mr.voidout4739 Год назад +362

    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 +21

      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

  • @nemonomen3340
    @nemonomen3340 10 месяцев назад +23

    Even if you’re able to go anywhere, the main problem of a world feeling empty isn’t solved by this. There needs to be uniqueness incorporated into every location in the game. It requires some combination of painstaking manual work or an incredibly well designed procedural generator to make these large worlds feel alive.

    • @AWESAM616
      @AWESAM616 5 месяцев назад +1

      exactly!

    • @shawermus
      @shawermus 3 месяца назад +1

      Yeah! That's just back to square 1 of open world games problems.
      Too many space, too little actual gameplay

  • @tardwrangler
    @tardwrangler Год назад +820

    This was one of my big fantasies when I was a kid.
    I sort of just thought of all buildings as "real" and enterable, but maybe not for the PC.
    I remember just being blown away by GTA because you could exit the vehicle.

    • @PelicanMafia
      @PelicanMafia Год назад +6

      Same

    • @tardwrangler
      @tardwrangler Год назад +22

      @Ching Vang I think it's pretty unrealistic at this scale though, or they would have to shrink the map considerably

    • @oldcat1790
      @oldcat1790 Год назад +2

      too much work for developers, only AI can do so much work in a reasonable time

    • @K3rhos
      @K3rhos Год назад +13

      ​@@oldcat1790 It's not especially needed to do like every floor of a building enterable, just adding like 2-3 floor for a majority of building on the map could be already insane. Plus devs don't need to add everything at launch, they can simply do that like for GTA Online by adding DLCs with time.

    • @tricktap8502
      @tricktap8502 Год назад +1

      Same when Vice City was out...the thought of being able to take any car and do anything was awesome..but if the next one leaned in on more interiors the community would love it because we've been asking for it forever now..

  • @nightninja6244
    @nightninja6244 Год назад +903

    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

  • @hatednyc
    @hatednyc Год назад +126

    I’ve always loved this. Back when Vice City had those “secret areas” I remember thinking it would only get better from here.

    • @thirdhandlv4231
      @thirdhandlv4231 Год назад +2

      It did.

    • @redhunnid5142
      @redhunnid5142 Год назад +12

      And it didn’t lmao only the graphics and multiplayer improved everything else downgraded about gaming

    • @martinpalm5
      @martinpalm5 Год назад +10

      GTA San Andreas is a better example, you could go in many building, including homes you could rob.

    • @zekeiwa5837
      @zekeiwa5837 5 месяцев назад +1

      ​@@martinpalm5the problem is that the interiors of SA were in a separate space, so it felt isolated from the world. GTA 4 did it much better, except that the average player didn't really care so they had a middle ground in GTA V where there's interiors but they get locked outside certain events.

  • @notme5844
    @notme5844 Год назад +145

    For those interested, in Project Zomboid all of the buildings are enterable and furnished. Not a fully 3d game (its isometric) but its map is a pretty accurate to scale map of the area around Louisville, Kentucky. Great game if you like zombie and or survival games.

    • @indietyv2228
      @indietyv2228 Год назад +3

      Love the game!

    • @RusticRonnie
      @RusticRonnie 11 месяцев назад +7

      Im pretty yakuza also has this.
      Honestly the only stopping games from doing this across the board is cost (time and money) Its just very expensive

    • @gamertardguardian1299
      @gamertardguardian1299 11 месяцев назад +4

      Not performance heavy at all as-well. Very cool game I love it

    • @SuperDuperSeb
      @SuperDuperSeb 10 месяцев назад

      That game has been astroturfed so hard

    • @k_otey
      @k_otey 10 месяцев назад +3

      @@RusticRonnieyeah it should be quite simple to do this. It could be just like minecraft terrain generation, but for interior. As long as you have the same seed for each building, it will create the same interior. So, you could make it so that the specific rooms of the interior are generated only when you enter them. Simple as it’s possible but yeah it does take time and money to implement. It’s not really that much of a needed feature in games too.

  • @AzaiaMonota
    @AzaiaMonota Год назад +1100

    What makes Elder Scrolls so great and immersive is every building and every floor of every building is enterable

    • @pikaskew
      @pikaskew Год назад +101

      Not quite seamless though

    • @tiffanyreason5171
      @tiffanyreason5171 Год назад +39

      Facts Skyrim is fire

    • @kingoietro99
      @kingoietro99 Год назад +70

      Yeah, skyrim is literally just that. The promise you can go everywhere you can eyes can see, but there is nothing else

    • @ewokbutsmaller
      @ewokbutsmaller Год назад +16

      You just made me start a new game

    • @Tasmantor
      @Tasmantor Год назад +30

      I think you've put your finger on a good example. Elder scrolls games have always let you go everywhere but as the writing got worse they became less engaging and compelling. Fallout is another good example the isometric games are still an experience that sucks with you longer than the vast majority of the content in the 3d ones (New Vegas excepted).
      Having a technicality impressive world where all the interiors are modelled and every pollen grain is fully modelled and simulated doesn't mean sh*t if the game is bad. You PLAY games, you feel and remember the story and characters no amount of ray traced ambient occlusion with nanite powered algorithmically generated (the only cost effective way) locations will fix that. Dwarf fortress was an ASCII art game for years and it will give you experiences you'll be telling people about untill you can't talk and no round of modern warfare 2 remastered can give you an experience that the original couldn't, sure it might look better but everything is HD in your memory.
      What makes the Elder Scrolls games great isn't just that if you can see it you can visit it, it's that it's worth visiting.

  • @lumbagoboi1649
    @lumbagoboi1649 Год назад +448

    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 Год 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 Год 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 Год 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 Год 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 Год 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

  • @naywahn
    @naywahn Год назад +118

    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 11 месяцев 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

    • @yeetiminguspro3438
      @yeetiminguspro3438 10 месяцев 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 9 месяцев 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 5 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

  • @TCBYEAHCUZ
    @TCBYEAHCUZ Год 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.

  • @lukesams3349
    @lukesams3349 Год назад +1104

    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 Год назад +112

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

    • @kremesauce
      @kremesauce Год 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 Год назад +76

      kinda sounds like a hitman game

    • @magnadar
      @magnadar Год назад +17

      You mean like Resident Evil 1 and maybe 7?

    • @humblealpha67
      @humblealpha67 Год назад +5

      Maybe deadrop by midnight society in a few years

  • @nonaborhan7269
    @nonaborhan7269 Год назад +521

    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.

    • @jbiehlable
      @jbiehlable Год назад +7

      I always thought that was pretty cool to see , ever since The Godfather 2.

    • @jwalster9412
      @jwalster9412 Год назад +18

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

    • @spudman1734
      @spudman1734 Год 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 Год 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 Год 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.

  • @MitchSage
    @MitchSage 10 месяцев назад +21

    This is one for AI to solve. Not just bland, basic procedural generation, but advanced offline ML models infering what interiors should look like and how you can interact with them; paired with a vast amount of variables and finishing touches by artists/devs.
    Wouldn't be surprised of we have a large open world game doing this by the end of the decade.

  • @bligabliga
    @bligabliga Год 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.

    • @tudormanole690
      @tudormanole690 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.

  • @hawken796
    @hawken796 Год назад +289

    I remember True Crime NYC tried doing this by having 100 enterable buildings with a random side mission attached. It was the same interior with a different texture set and the RNG missions were repetitive but it was really trying to make NY in the game feel real.

    • @DarkSpaceStudios
      @DarkSpaceStudios  Год назад +32

      I vaguely remember that, wow that was so long ago.

    • @thatcarguy6190
      @thatcarguy6190 Год назад +6

      I absolutely loved that game i would spend hours simply driving around the streets i really loved that i want a remake! Didn't care much for LA it was NY for me ❤

    • @Joyvzn
      @Joyvzn Год назад

      I tried replaying it sad it never got a remaster like you said random missions were awesome and some had different interiors there was clubs, gas stations, offices, apartments

    • @hawken796
      @hawken796 Год назад +1

      @@Joyvzn that game definetely needs a remaster. At least silent is working on a patch

    • @Joyvzn
      @Joyvzn Год назад

      @@hawken796 who is that? But game concept is amazing if that game was remastered you could play it forever really just driving around waiting for crimes arresting people pulling people over checking there trunks shit was beyond its time

  • @Waiknz
    @Waiknz Год 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...)

  • @tiffanyhaberacker
    @tiffanyhaberacker Год назад +19

    State of decay does a good job of having decently large map areas where all the buildings can be entered. Now if they made it to where you could change your surroundings more, like being able to move cars off/onto the roads or fortify random buildings/expand your base, THAT would be amazing! Also having weather/seasons would be nice.
    As for RDRII. I'd just be happy with private lobbies so I could actually play with my friends.

  • @geraldvincentt
    @geraldvincentt Год назад +33

    This is one of the highest quality video on the subject of video game essay! Amazing editing, great writing, I truly appreciate the effort.
    You deserve more subs! And I'm here for it. Keep up the GREAT work!

  • @moffxanatos6376
    @moffxanatos6376 Год назад +157

    Star Wars Galaxies allowed fully enterable buildings nearly 20 years ago, they did it by having instanced interiors of a few set rooms with different furniture arrangements (set by the player). There was some lag and the interior furniture and decorations sometimes took a while to load, but players could build cities multiple kilometers across with every building enterable (if they made it public).

    • @Xero_Wolf
      @Xero_Wolf Год назад +4

      Indeed something like this isn't hard to do in this day and age with procedural generation.

    • @dirtySwingset
      @dirtySwingset Год назад +1

      One of the greatest games ever made imo

    • @teemo43
      @teemo43 Год назад

      Man i love galaxies! Best MMO ever

    • @user-be4zd7nc7d
      @user-be4zd7nc7d Год назад

      ruclips.net/video/0QRGrXt0aJs/видео.html
      ITS FINALLY HERE

    • @moffxanatos6376
      @moffxanatos6376 Год назад +1

      ​@@Xero_Wolf They also used this instancing system to create Starship interiors, so you could walk around the inside while it's moving without any issues. Because the interior instance wasn't moving at all. Though the biggest ships available for this were roughly Gozanti sized, the idea of having corvettes or even Star Destroyers flown this way was a dream by both players and devs alike.
      I Think combining that with Portal style portals (along the hangar entrances and airlock doors) would be a brilliant way to implement Seamless capital ship integration and docking to a game.
      like a cross between Star Wars Galaxies and the OG Battlefront

  • @z9brigade
    @z9brigade Год назад +417

    There's also the limitations on human creativity and capabilities of making a game like that, that's worth playing. Many games have made something so vast and explorable, but it doesn't mean much when it all feels so empty.

    • @jjpark98
      @jjpark98 Год назад +34

      I think that's cyberpunk 2077. It has SUCH an incredible world and it "feels" like a lot is going on in the city. But once you start exploring, trying to go into buildings but can't and interacting with NPCs is basic as hell, you realize it's just a facade.

    • @fleetjacob
      @fleetjacob Год назад +8

      Yeah, if you include the constraints of 1) a regular sized development team and 2) a reasonable amount of time, there’s a proportional relationship between the sheer size of a game world, and it’s detail and interactivity. Ubisoft games might be large in size, but tend to have few details in that size, much of it feels like it was terrain painted. Immersive sim-type games are the inverse. The levels are a lot smaller in size, but can be incredibly complex in their interactivity and responsiveness to player action. The classic im-sims are perfect examples of this. Thief 1, Thief 2, and Deus Ex all have small levels, but those levels have extensive gameplay options. You can usually tackle a problem in numerous ways. Deus Ex’s player reactivity is still impressive now. The Arkane games are like that as well, Dishonored 1, 2, and Deathloop take that idea of small levels with well thought out layouts and complex player decision making, and run with it.
      R* games like RDR2 are big, and have a respectable amount of interactivity and detail, but they still don’t have the same level as im-sims. They also take a massive team, with a lot of crunch, a long time to make. Procedural generation is truly the only way to do something like that without the time, money and manpower of R*. Microsoft Flight Sim’s model for that is excellent, because they are continuing to work on it. The game is out and playable, and they can spend their time now taking the big cities and making them detailed, removing the procedural generated buildings and replacing them with accurate ones.

    • @poiuytrewq3546
      @poiuytrewq3546 Год назад

      even games like immersive sims where everything is explorable and worthwhile, are immensely difficult to make. i can see that being worthwhile if there is massively multiplayer involvement in the game where you are allowed contribute to changes in the game

    • @Nirwanaa
      @Nirwanaa Год назад

      Basically Minecraft to me.

    • @arekkrol9758
      @arekkrol9758 Год назад +3

      thats why maybe its time to make smaller but more detailed worlds?

  • @michellevietor8185
    @michellevietor8185 Год назад +9

    This is why Shenmue 2 is one of my favorite games. Once you get to Kowloon, you can enter the hundreds of apartments and businesses in the crowded buildings.

  • @kummer45
    @kummer45 Год назад +73

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

  • @DeadSpacedOut
    @DeadSpacedOut Год назад +364

    One of the reasons that "The Elder Scrolls" is my favorite Video Game Series, is because every single location is enterable. Sometimes it will say a door can only be opened with a Key, but obtaining that Key is not impossible or anything, just locked behind a Quest. Every Building, every Cave, every Castle. Now, we just need another Elder Scrolls game in the next 200 years, but other than that...

    • @rahulverma8774
      @rahulverma8774 Год назад +1

      other then that ??

    • @DeadSpacedOut
      @DeadSpacedOut Год назад

      @@rahulverma8774 yeah, us TES fans are fucked basically...

    • @thatcarguy6190
      @thatcarguy6190 Год назад +1

      Something more modern its ok using elder scrolls as an example but if its set around the time where your only buildings are castles and barns/shacks then its not very interesting is it..

    • @AhmadWahelsa
      @AhmadWahelsa Год назад +40

      @@thatcarguy6190 The same can be said to any modern day games, it's just another random corporate office #3921, another apartment complex #4171, and bunch of houses and shops.
      You probably didn't even play the game, i saw your other comment saying Yakuza is bad because the lack of cars.....

    • @DeadSpacedOut
      @DeadSpacedOut Год назад +5

      @@blueborb8581 I agree. People are saying Starfield isn't up to snuff on graphics (Beth's newest RPG if you're unaware) but I don't really care because I love Bethesda's products so for me, if it's made with love and it's an open world RPG and it's made by Beth, then i'll play it. But nothing beats the old Scrolls and Dragonfires, if you ask me.

  • @TYTDledragongris
    @TYTDledragongris Год назад +240

    10:16 Forza Horizon 5 also has buildings with 3D interiors, despite being a driving game where you spend most of your time going at +300 KPH, yet the devs took the time and effort to details those buildings, wich i thought was amaizing

    • @97cq
      @97cq Год назад +37

      That would just have been done with Interior Mapping (the interiors are not really there its just a tricky texture that makes it look 3d but its a flat surface) really cool tech that doesnt require heaps of your devices resources

    • @isaacsrandomvideos667
      @isaacsrandomvideos667 Год назад +1

      And 4

    • @GuinessOriginal
      @GuinessOriginal Год назад +1

      How do you get in them in a car?

    • @Matiu0s
      @Matiu0s Год назад

      nope, the interiors are just parallax

    • @TYTDledragongris
      @TYTDledragongris Год назад

      @@GuinessOriginal What i meant is that you can see inside houses and notice that the interiors are 3D, you can't get in them tho

  • @vgames1543
    @vgames1543 Год 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.

  • @craigslisp8904
    @craigslisp8904 10 месяцев назад +6

    I can't believe you missed this but Shenmue 2 had entire multifloor apartment blocks fully enterable. Every room even. It would build them via an algorithm like you mentioned with some basic rules like not to put the sofa facing the wall, the fridge in front of the front door etc.
    It was very impressive for 2001

    • @DarkSpaceStudios
      @DarkSpaceStudios  22 дня назад

      thats awesome! I wish I knew about it when making this video!

  • @bananaplanes4966
    @bananaplanes4966 Год назад +235

    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 Год 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 Год назад +14

      Why? Because Rockstar are meanies!!!!

    • @mynameiswalterhartwellwhite420
      @mynameiswalterhartwellwhite420 Год 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 Год 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.

  • @Miltypooh2001
    @Miltypooh2001 Год 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

  • @aekenes2128
    @aekenes2128 11 месяцев 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.

  • @111111222223
    @111111222223 Год 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).

  • @PrimaScarlet
    @PrimaScarlet Год 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 Год назад +7

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

    • @F_R_I_E_Z_A
      @F_R_I_E_Z_A Год 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 Год назад +1

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

    • @crashbandicoot5636
      @crashbandicoot5636 Год назад +3

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

  • @xehP
    @xehP Год назад +80

    we can easily make a game where every building can be enterable etc, it's just graphics always take a priority, if the games graphics wasn't such a clutch and it was all about gameplay it could easily have been done by now.

    • @literallynothinghere9089
      @literallynothinghere9089 Год назад

      Pokemon games often have many many interiors(about 75% buildings) because they don't care about graphics at all and are top down

    • @wasteurtime5677
      @wasteurtime5677 Год назад +13

      WRONG. Skyrim already pulled of the every building can be enetered with great graphics for the time. The graphic is not the problem. The gameplay is. There are very few games out there that actually need interiors for gameplay. Why should a studio spend money and crunch time on lavish interiors for a spiderman game. RDR2 on the other hand does need interiors because it makes sense. Both games have great graphics

    • @NoJusticeNoPeace
      @NoJusticeNoPeace Год назад

      It's already been done. For example, Cataclysm: Dark Days Ahead is not only infinite in size (to the limit of your hardware), but every single building, structure, vehicle, cave, and other feature is both explorable and destructible. Of course, it doesn't use graphics beyond simple sprites, which is why the cowadoody crowd will never even know it exists, much less evince interest in playing it.

    • @StrengthScholar0
      @StrengthScholar0 Год назад +1

      @@wasteurtime5677 having small enterable buildings isn't even a remotely comparable to having fully rendered skyscrapers With thousands of rooms per skyscraper.
      You are a perfect example of the dunning Krueger effect.

    • @AXELVISSERS
      @AXELVISSERS Год назад +6

      @@wasteurtime5677 a little shack is easier then a skyscraper buddy

  • @DimentiosLoyalest
    @DimentiosLoyalest 9 месяцев назад +1

    1:56
    "With a unique twist... _zombies."_ is one of the funniest sentences I've ever heard.

  • @humihawl
    @humihawl Год назад +1

    Love your videos mate! They are kind of short documentaries. It's really good to see that someone makes great videos for gaming and its future.

  • @Wax_Man
    @Wax_Man Год назад +36

    I remember playing Skyrim and imagining being able to walk out of a door and not having to load, look through windows and seeing the inside/outside of a building, and having realistic movements for the character. Then RDR2 came out and I was living my dreams

    • @joefish6091
      @joefish6091 Год назад

      Any GTAV building with glass windows allows you to watch real life going on outside, high end apartments and similar, offices, agencys, also CCTV systems exist in many organizations buikdings.,

    • @Wax_Man
      @Wax_Man Год назад

      @@joefish6091 wasn’t allowed to play it back in the day so never got around to playing the game till a few years ago.

    • @papparaba5504
      @papparaba5504 Год назад +1

      Also RDR1 did it

  • @cameronskye94
    @cameronskye94 Год назад +498

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

    • @zwein1817
      @zwein1817 Год 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 Год 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 Год назад +1

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

    • @Puunboy
      @Puunboy Год назад +41

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

    • @Dilligff
      @Dilligff Год 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.

  • @Macil2018
    @Macil2018 Год 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.

  • @shiroshika1
    @shiroshika1 Год назад

    Impeccable editing dude! Real smooth.

  • @Claydood
    @Claydood Год 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 Год назад +3

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

    • @newkfromrotterdam
      @newkfromrotterdam Год назад +1

      digi-urbex

    • @kerbodynamicx472
      @kerbodynamicx472 Год 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 Год 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 Год назад

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

  • @presidentkiller
    @presidentkiller Год назад +431

    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 Год 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 Год 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- Год 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 Год 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 Год 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

  • @obentoubako
    @obentoubako Год назад +1

    The amount of effort that went into this video is amazing. Goes to show how much extra effort into making a video can help improve the viewer experience, much like how adding interiors to buildings could help make a game feel more genuine

  • @goonagun
    @goonagun 10 месяцев назад +2

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

  • @brianjanssens8020
    @brianjanssens8020 Год 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 Год 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 Год назад +3

      @@jjpark98 realistic concept, still cartoony in execution

    • @kratousek1
      @kratousek1 Год назад +2

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

  • @Lawrence_L1
    @Lawrence_L1 Год 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 Год 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 Год 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 Год назад

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

    • @jan_the_man
      @jan_the_man Год 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 Год 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.

  • @radored7750
    @radored7750 Год назад +1

    awesome video, i'am excited for other parts.

  • @bapt1
    @bapt1 Год назад

    That, my friend, was a great video. Did not expect it. Well done.

  • @gritynity
    @gritynity Год 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 Год назад

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

    • @CodPatrol
      @CodPatrol Год назад

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

  • @rexrip1080
    @rexrip1080 Год назад +70

    LVL designer here. In my personal experience the best way of doing an immersive world is the way that Deus Ex series did it. Basically, hub worlds with a huge number of details and levels layered on top of each other with multiple connective paths, some available only if you have a required skillset or are in the certain point in the story/ made a "correct decisions". If done in this way, there is a lot of density and interactions as well as a bunch of NPC's but since this hub is separated from the rest of the world, resource need is lower. This also helps the designers focus on one area at a time, giving it more details, making it generally look and feel more realistic. Aside from that, no need for procedural generation... The movement between the hubs and the loading can be done through animations or separated smaller linear maps with low resource requirements, making the player move through the path whilst the new hub is loading, bypassing the need for a loading screen. In that way, from a players perspective, there is no difference since they cannot be disrupted by loading of the next hub... Basically, the best way of doing it in my opinion is by concentrating on smaller worlds that are packed with life in stead of using simple fetch quests and similar methods, unless of course the point is to make a played feel small, like the way S.T.A.L.K.E.R. did...

    • @SYMSNC
      @SYMSNC Год назад +8

      My god he even wrote it like a redditor

    • @Rutch
      @Rutch Год назад +3

      Deus Ex is the best game ever made imo

    • @magnanimus9692
      @magnanimus9692 Год назад +1

      Good input

    • @SherrifOfNottingham
      @SherrifOfNottingham Год назад

      Deus Ex was not an open world game, none of their games were, they were all limited space areas that literally birthed the desire for open world games.

    • @Rutch
      @Rutch Год назад +4

      @@SherrifOfNottingham True, but because everything was so detailed and behind almost every door is an NPC with a quest (Just like in Vampire the Masquerade Bloodlines, also area based) it feels like it's way more open than big empty maps with a lot of useless travel times

  • @painhurtssometimes2185
    @painhurtssometimes2185 10 месяцев 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

  • @sarthakvinchurkar
    @sarthakvinchurkar 5 месяцев назад

    Great video! Thank you for your content!

  • @EL-LUNCHBOX
    @EL-LUNCHBOX Год назад +73

    Man Saints Row and especially Saints Row 2 was a great jump with it's interiors.
    Another example is Red Dead Redemption 1 & 2. Even though 2 was somewhat downgraded with the interiors unfortunately, but still was interesting to explore houses in your travels.

    • @youmakenosense7437
      @youmakenosense7437 Год назад +15

      Lol, 2 was a total upgrade in terms of interiors, both in terms of interactivity and variety.

    • @flynnmiddleton7102
      @flynnmiddleton7102 Год назад +10

      I just replayed rdr 1. Rdr 2 definitely has better and more detailed interiors.

    • @EL-LUNCHBOX
      @EL-LUNCHBOX Год назад +9

      @@flynnmiddleton7102 I agree rdr2 has more detailed interiors. Yet rdr1 has more interiors (at least I think so)
      Quality vs Quantity. Other than that though. Rdr 2 still did a great job especially with the homes you find out exploring.
      I was a little disappointed with St. Denis though wish there was more enterable buildings other than the shops and bars.

    • @Youraveragegamer_97
      @Youraveragegamer_97 Год назад +8

      I remember one of the lies rockstar said about rdr 2 before launch was that you cold enter almost all buildings, along with an essential health system

    • @EL-LUNCHBOX
      @EL-LUNCHBOX Год назад

      @@Youraveragegamer_97 Yeah I remember that article. I wasn't really surprised there were interiors that weren't enterable.
      But somewhat disappointed that they did seem to have less to an extent.

  • @washington8786
    @washington8786 Год 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 Год назад +2

      too bad its made by ubisoft lol

    • @DirtyGuerrilla
      @DirtyGuerrilla Год назад +2

      Shame the enemies in Breakpoint were so immersion breaking

  • @fifoflo
    @fifoflo Год назад

    What an awesome work!
    Interesting subject and beautiful edit, thanks for this! :)

  • @sriramkannan2592
    @sriramkannan2592 Год 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.

  • @Mr.Foxhat
    @Mr.Foxhat Год назад +63

    Although it didn't have Skyscrapers, I always liked how Zelda Breath of The Wild allowed you to enter every single building. The exceptions only being things like a shed behind a house in Hateno Village, and locations buried in Rubble.

    • @DonkeyFilms
      @DonkeyFilms Год назад +2

      The Legend of Zelda series always had full interiors since the SNES

    • @StephenFowler
      @StephenFowler Год назад +2

      And it’s soon to have a whole lot of new interiors and probably a whole underground system to explore in the sequel!

  • @hawken796
    @hawken796 Год назад +82

    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 Год назад

      Yup yup!

    • @Magiczny-Krzysztof
      @Magiczny-Krzysztof Год 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 Год назад

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

  • @sensei6771
    @sensei6771 Год назад

    This video was very well made......good job

  • @sakurasfingernails7247
    @sakurasfingernails7247 Год назад +125

    10:15 I remember first seeing this in the original Watch Dogs and just being blown away at how much it did to make the world feel a bit more real. Like I am just a smaller part of a much bigger city. It only did the ceiling and would sometimes look wrong at the corner of buildings but being able to look upwards at a building at night and seeing floor after floor was really cool.

    • @AlpineGABE
      @AlpineGABE Год назад +7

      Watch dogs was elite!!! Loved that game

    • @user-be4zd7nc7d
      @user-be4zd7nc7d Год назад

      ruclips.net/video/0QRGrXt0aJs/видео.html
      ITS FINALLY HERE

  • @Killingtrent
    @Killingtrent Год назад +220

    Probably one of my favorite things about the game “Project zomboid” probably one of the most in-depth survivals games. Completely feature rich, every building is enterable. Gotta Check it out!

    • @MeEveree
      @MeEveree Год назад +18

      Project zomboid is the zombie survival game I used to dream of

    • @cumunist2120
      @cumunist2120 Год назад +17

      I really wish I didn’t suck at that game

    • @csam9167
      @csam9167 Год назад +3

      Cdda is also on the same depth. If not greater

    • @fraybirch1930
      @fraybirch1930 Год назад +1

      State of decay 1 and 2 also allow you to enter every building. They are small towns and most buildings don't have more than two floors but it's still pretty immersive.

    • @dragonator36
      @dragonator36 Год назад

      @@csam9167 CDDA is leagues deeper tbh. That game on experimental has a complex skill system that focuses on proficiencies on top of practical and theoretical knowledge. There's also a player camp system that's still being fleshed out. Pretty cool stuff.

  • @superflux1654
    @superflux1654 Год назад

    Found this one very interesting! Thanks, waiting for the rest of the episodes

  • @johnpekkala6941
    @johnpekkala6941 Год назад +4

    I have tried the concept off entnterable buildings myself both ways, the first idea of a fully enterable building as well as loading them as a side level. With the later method you however are not restricted to the size of the buildings exterior (the bigger on the inside thing wich however can be undesireable in some cases but makes the level easier to develop as you are not size constrained, it all depends on the situation.) In Unreal Engine at least there is also something called level streaming that makes it possible to have seamless loading of sublevels making it look like buildings are fully enterable even the interior is actually a sublevel so you get the best of both.

  • @TheSmugFrog
    @TheSmugFrog Год назад +51

    This is one of the reasons I love 7 Days to Die (PC version) - there are so many buildings to explore, and they continue to be filled out and detailed and have variations so it’s not the same exact building each time. And they’re all destructible!

    • @hotstuff6131
      @hotstuff6131 Год назад +5

      Also the way you clear them out is unique for every building!

    • @lapipadelmono
      @lapipadelmono Год назад +5

      I loved 7 days, it’s like minecraft focused on zombies and good thing 7 days keeps updating the game to this day

    • @Phinehas9
      @Phinehas9 Год назад

      Ha, I was going to say the same thing. This sounds like a console problem.

    • @ShadeSlayer1911
      @ShadeSlayer1911 Год назад +1

      I love 7 days also. My problem with the game is that, with the way I play it at least, I get to a point where me and my buds are self-sustaining inside our impenetrable base, and have little reason to explore after that. The game becomes more of a tower defense base building game at that point. And then, once the game starts sending so many zombies our way during the blood moon, that our computers can no longer handle the amount of zombies on screen, it becomes unfun to play. After that, we stop.
      However, during the time before that point, it's definitely a blast. The exploration was always cool.

    • @shadowproductions969
      @shadowproductions969 Год назад

      @@ShadeSlayer1911 to me, having a story in 7 days would be great, or creating incentives to build multiple bases and having to travel would be cool too.
      Some mods make the hordes much harder and more fun (darkness falls, war3zuk and apocalypse now)
      I think with more progression, more things to do (more than fetch and/or clear missions) and more variety in the zombies would go a long way

  • @degiguess
    @degiguess Год назад +20

    I remember playing kingdom come deliverance and being so immersed in the world. I couldn't figure out why it felt so real at first until it finally occurred to me that it was because every building was enterable. You walk down the streets of Rattay at night and you can see the candle light coming from the windows of buildings. When you ride your horse around the country side and stumble upon a cottage it feels exciting because you know it's more than just set dressing. It's shelter, a place where you can potentially get food and water and have a rest until the sun comes up.
    KCD is such a good example of how a detailed living world is almost always better than a massive one. The world is really quite small but exploring it is extremely engaging nonetheless because of how detailed and alive it feels.

    • @kremesauce
      @kremesauce Год назад +1

      I believe they’re switching to unreal engine for the next one in the series

    • @kacperwoch4368
      @kacperwoch4368 Год назад +2

      That's because every building and every room was hand crafted. There's no way around it, no AI can fake ''uniqueness''

  • @Proidysweet
    @Proidysweet Год назад

    Well done! I loved it!

  • @pro_rookie_gamedev
    @pro_rookie_gamedev Год назад

    Amazing video and explanation!

  • @hugemassive5143
    @hugemassive5143 Год назад +50

    The first game that comes to mind when I think about this is skyrim, I don't think there are any doors that don't lead somewhere in skyrim, you can enter any house in any town, any cave or cavern, any ruins or watchtowers. Truly an open world game

    • @warrickmiller7651
      @warrickmiller7651 Год назад +5

      Only downside is that the buildings and interiors are very copy and paste

    • @yesseru
      @yesseru Год назад

      What about the door to the underforge in Whiterun?

    • @Best.Of.Britian
      @Best.Of.Britian Год назад +4

      @@yesseru you can get through that by progressing in the companions storyline

    • @Best.Of.Britian
      @Best.Of.Britian Год назад +3

      @@warrickmiller7651 yeah pretty much everything feels the same especially dungeons

    • @yesseru
      @yesseru Год назад

      @@Best.Of.Britian but only once.

  • @ManiacMonkboon
    @ManiacMonkboon Год назад +16

    That's one of the thing's I loved about the Original Shenmue on Dreamcast. Especially around 1999, a game where you could enter a plethora of buildings.

  • @Bosskillinringo
    @Bosskillinringo Год назад

    Amazing video man, love how indepth you go

  • @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 10 месяцев назад

      What's it called?

    • @RobTheAlchemist
      @RobTheAlchemist 10 месяцев назад

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

    • @spartanguitarist6579
      @spartanguitarist6579 10 месяцев назад

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

    • @RobTheAlchemist
      @RobTheAlchemist 10 месяцев 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

  • @centrictero
    @centrictero Год назад +101

    When I first played Grand Theft Auto 5, (Around the time when they first implemented Online) I went straight into my first public session. Unused and unfamiliar to the maps, I dreamed of VS missions, of one team of players trying to secure an objective, whether it be territory or an object, while the other team prevents them. Utilizing each room, of each building and skyscraper to to get a vantage point and the like. Sniper battles could be sudden and unexpecting, distracting the team from the less guarded objective, and many other 'plays' being made from that. Then... the usage of aerial or ground attack vehicles, such as the buzzard or the tank, could lay waste and destroy these buildings, the rooms of where these snipers would be perched, ending the engagement outright, while also drawing attention to themselves.
    Basically... a fully fledged 'Battlefield' destruction experience, with the freedoms of Grand Theft Auto, with the unrealistic 'at the time' concept of room to room interiors. I relished ideas like these, and had blast sharing them with my friends.
    Granted... I was a bit disappointed when I first played GTA Online, but still had some fun with the game.
    Fingers crossed that fully rendered, decorated, and filled building interiors will someday soon be the norm 😁👍

    • @capolean2902
      @capolean2902 Год назад

      it wont only few buildings will be enter able

    • @isaiahc8390
      @isaiahc8390 Год назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it 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 to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

  • @DHCNetwork06
    @DHCNetwork06 Год назад +24

    I'm shocked that you never mentioned that GTA 4 and Saints Row 2 had a ton of interiors.

  • @kaiparker1756
    @kaiparker1756 4 месяца назад

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

  • @Arcian
    @Arcian Год 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.

  • @MRJAYWILSON
    @MRJAYWILSON Год назад +28

    State of decay 2 is another great game, pretty sure you can enter every single building in that game, every room as well. They aren't multi story buildings with the max being 3 I think but it's a zombie survival game, maybe 3 might have a mini city with every building entreable.

    • @jmjedi923
      @jmjedi923 Год назад +5

      Project zomboid is another zombie game where every building Is enterable. Pretty cool

    • @mohamedelsayed8428
      @mohamedelsayed8428 Год назад +2

      days gone also
      maybe every zomboie game must be building enterable 😂😂
      also project zomboid is one of best game you could play

    • @model-t6020
      @model-t6020 Год назад

      @@mohamedelsayed8428 7 days to die is another one where you can enter and destroy literally every building, basically minecraft but with guns

  • @yemer6239
    @yemer6239 Год назад +12

    That office example was awesome!
    Imagine entering a building to find a vantage point to take down your enemies or targets in a road, it would actually be amazing!

  • @theo197
    @theo197 10 месяцев назад

    actual great video dude

  • @mbunds
    @mbunds 10 месяцев 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.

  • @hephaestusofficial
    @hephaestusofficial Год назад +10

    I played The Getaway: Black Monday on ps2 when I was a kid and still remember to this day how "new" and totally different it felt being able to enter many of the buildings from the storyline, while free roaming, without any loading screens whatsoever. The game had flaws but for it's time many of it's aspects were far ahead of their time.

  • @Maddiedoggie
    @Maddiedoggie Год назад +28

    One of my favorite things about Project Zomboid is that every building has an interior, providing endless opportunities for bases or escape routes.

    • @circleinforthecube5170
      @circleinforthecube5170 Год назад +4

      and its got multiple full towns and a major city

    • @youssefabdul-rady8386
      @youssefabdul-rady8386 Год назад +1

      It could use some npcs though, sometimes the world just feels so empty

    • @Maddiedoggie
      @Maddiedoggie Год назад +1

      @@youssefabdul-rady8386 boy do I have some good news for you

    • @youssefabdul-rady8386
      @youssefabdul-rady8386 Год назад

      @@Maddiedoggie yo the game got npcs or what?!

    • @Maddiedoggie
      @Maddiedoggie Год назад +3

      @@youssefabdul-rady8386 There's a mod that adds NPCs

  • @Viktor2188
    @Viktor2188 Год 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 6 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

  • @fgponyoutube
    @fgponyoutube Год назад

    really good video man

  • @aryansengupta6674
    @aryansengupta6674 Год назад +16

    When I played Last Of Us for the first time, I felt so amazed at how most rooms and buildings are filled with details like posters and bottles and guitars and what not compared to other games that never let you in.

    • @kremesauce
      @kremesauce Год назад +3

      Cause it’s a linear single player game

  • @woodeyelyegaming1401
    @woodeyelyegaming1401 Год назад +12

    Oblivion was the first game I played that let you go in almost every building. That blew my mind. It is probably my all-time favorite game

  • @mulethedonkey2579
    @mulethedonkey2579 10 месяцев назад +1

    Now locked buildings exist, of course. Most real estate, except some like skyscrapers with open first floors. I love natural barriers, like mountains instead of game world invisible walls for example. Everything that you should be able to enter you can.

  • @williamrisbridger60
    @williamrisbridger60 5 месяцев назад +1

    I can’t wait to walk around a fully-realised office building in a game and explore 300 nearly identical workspaces; how inspiring, and what great escapism from the tedium of everyday adult life!

  • @Moshugaani
    @Moshugaani Год назад +11

    I think Shenmue 2 used some kind of a procedural system to populate generic buildings with rooms. It was pretty mindblowing back then and it's still impressive!

  • @Glenni91N
    @Glenni91N Год 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.

    • @REDACTEDFILE
      @REDACTEDFILE Год назад +1

      YES

    • @K3rhos
      @K3rhos Год 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 Год назад

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

  • @jssw3404
    @jssw3404 5 месяцев назад +1

    Fully destructible building is all I want to see in future games!

  • @LokiBeckonswow
    @LokiBeckonswow Год назад +1

    damn this video is so super interesting, thanks so much

  • @VikingPoodle
    @VikingPoodle Год назад +57

    On one hand I fully agree with you. A single player experience with fully explorable interiors/buildings is a great evolution of the open world genre. A PVP experience within that world sounds fucking awful. Simply put - having to worry about an enemy behind every window of multiple skyscrapers sounds like an unimaginable nightmare.

    • @jbiehlable
      @jbiehlable Год назад +3

      *Pets you* Indeed, Viking Poodle

    • @joshwoddy7037
      @joshwoddy7037 Год назад +3

      What do you think about destroyable building? Like battlefield

    • @onemorescout
      @onemorescout Год назад +1

      It is awful, funny Warzone was mentioned in the video when it is the biggest example of this problem

    • @madrowlawsin2262
      @madrowlawsin2262 Год назад

      In online multiplayer they can keep private lobbies n allow players settings to let only who they allow in they can also make player properties the only indestructible properties lol

    • @metalgearzwei
      @metalgearzwei Год назад +12

      i disagree. both sound amazing. the idea of truly needing to think tactically instead of think simply is perfection for me

  • @devwinter5888
    @devwinter5888 Год назад +1

    The swat mission ur talking abt is literally the mission I finished making yesterday for a game I'm making.

  • @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.

  • @de-ment
    @de-ment Год назад +33

    one saddening detail about the load-in interiors of gta 5 is that there almost NEVER is even animation for the door opening, we're always given the perfect camera angle (whichat this point has become the ""camera angle style"" of the game) where you cannot see the door whatsoever because in reality the player or the car simply phases through...

    • @automation7295
      @automation7295 Год назад +10

      *"gta 5 is that there almost NEVER is even animation for the door opening"*
      Most game developers don't seem to understand how doors work, every character just push the doors open, also all doors open in both directions, which most doors in real life only open one direction.
      In reality, you can't simply push a door, unless there's no door frame.

    • @Vincent654
      @Vincent654 Год назад +4

      @@automation7295 "Most game developers don't seem to understand how doors work" that's an incorrect asumption. Game devs DO know how doors work but there is this common known paradigma in game development, the "Door Problem". Just for the sake of the opening a door is a heavily task for game devs because you have to take consideration of:
      1.Looks
      What texture does it have it? Is it Heavy or Light? Wood or Metal? Big or Small? Breakable or Unbreakable? How many different textures for how many doors in my game? How many latch designs? Does it have a window? The window is breakable? What kind of design of window? How Many
      2.Interaction
      How do you open it? In what way? Can you kick it? Can you push it? Can you lock and unlock it? How many animations does your character needs to make each of those interactions? 5 or 10? What about the animations for Exiting instead of Entering? Can I see thought the windows? What sounds does it make? How many animations if the door is lock? How many animations if I want to sneak on it? Can I knock it? How many different sounds effects for knocking the door with so many different textures? Can my character hear thought the door? Go under the door and see the shadows?
      You see, game devs mostly have months for working in a door system for any game, sometimes they choose the most simple but believable way (GTA V with pushing door to any side but at least it makes different sounds and the character extends the hand to open it) meanwhile games like The Last of Us: Part 2 and RDR2 have a very sotisficated but amazing door system (the character pulls the door in different ways, sometimes slowly, sometimes in only one way, with many different animations and a vast majority of textures sounds)

    • @drifzyy
      @drifzyy Год назад

      and STOCK VFX!

    • @capolean2902
      @capolean2902 Год назад

      i doubt door animations would matter cause if im running from the cops i dont wanna have to turn the doorknob 🤣 or even playing online the store i dont wanna have to pull it open 🤣

    • @automation7295
      @automation7295 Год назад

      @@capolean2902 LA Noire had animations for opening doors, even while chasing the criminal. The Last of US even has proper animations for opening doors, even running from Clickers