One thing I notice is NPCs sleeping. Mainly in open world games. They would just sleep uncovered in their regular clothing on top of a bed, bedroll or sleepingbag.
It is more complex than mirrors. Mirrors just require compute power. The rest is not something new, mirror shaders were made a long time ago. Making characters sleeping believably will blow up either your pc or developer's brain. It's incredibly hard to animate a piece of cloth. Cloth simulation drops the performance quite a lot and acts really weird. Rigging is also not going to give good looking results because mesh is just going to deform awkwardly. Plus you'd need to make an animation of them getting under and out of the blanket/sleeping bag and whatever else and then it would be cool to make them move while sleeping. Which is essentially an even harder thing to perform realistically. For the same reason there are almost no undressing scenes in games. They can only show a hint of a character undressing and it has nothing to do with rating or whatever. It's totally fine to have a fully nude character (as long as genitalia aren't visible) It's just a pain in the ass to animate clothes and it's not going to be seen as often as sitting or walking so obviously it's just ignored.
@@zhulikkulik well, there are easier ways to go about it, make a simple "pulling up bed covers and going to bed" animation (as in, make the character grab and "pull" up the texture a bit while getting into bed) and then make that texture "stretch" over the body of the character. sure if you were to make it as realistic as possible you would need extreme amounts of computing power, but the way im talking about would just stretch the already existing textures to make it look a bit more realistic than sleeping on top of the covers. if you want it a bit better you could add a "breathing" effect as well
2:50 I like the way the Arkham games handled this. They never truly go back to normal as long as you're in that room, they are always a bit more on alert and they change their pattern after Batman has revealed himself once or they find a downed ally.
Yeah, they instead changed strategies and remained in an alerted state, with increased heart rate and closer to 'panic'. When they panic, they just wildly shoot every which way xD It was almost fun just to occationally show yourself then hide again over and over to watch them get more and more panicked :P
@Corvo Fox-Gray I think some of the buckets in skyrim are actually meant to be toilets. I think it was in Redwater den that there are buckets in little cubicles and also you'll sometimes see buckets near piles of hay. I'm sure I heard this mentioned in some other video a while ago.
Worst thing is when an NPC moves at an awkward pace between sprint and walk... Oo When you have to alternate between the two to not lose them because that causes them to just stand still. -.-
Skyrim, Fallout, or any bethesda game in general due to how speed management is an incremental thing. Even star trek Legacy was that way. Your speed options are 1/4 1/2 and full impulse. and your tasked with following someone who moves at 1/3 impulse without getting too close and getting noticed.
Aha, like, analog controls should have fixed that issue by PS2 era, since they can program gradual speeds, but nope, you either have the very slow, useless walk, OR the walk that's faster than NPCs so you could catch up to guards without alerting them via full run. Surprisingly, I played Assassin's Creed Origins and they fixed it and synced your walk speed to talking NPCs. Even on horseback.
For point 10: The Outer Worlds got it a little right. I remember my companions were having a conversation, then a fight occurred. The banter then stops while fighting. After the fight, Felix continues with "Now where was I?" And the banter kept going after.
farcry 5 had if you walked away from a conversation the npc would get a little annoyed.. oh right walk away from me.. rather than the go get it started them wander off
Spiderman in PS4 does that as well you could be in a phone call with Spiderman via his suit and if you end up in a fight afterwards he calls them back and says "where was we" or "sorry my signal went"
It's a very valid example, one of the main noticeable screw-ups of Andromeda was liquids in drinks still behaving the same way, so the fact that Mass Effect 2 and later games have the same issue is the whole point: they couldn't do it thin, and they STILL can't get it right. Oh, I also think gaming just stopped improving after ME2. Sure, there's a boost in texture resolution, shaders etc. but it's so minor, and the main gameplay, atmosphere, dialogue and writing had minimal, if any, improvements (open world curse made most games take several steps back).
I can't believe you didn't mention fire. Whenever something burns, it's either a self contained pile of flames that doesn't go anywhere, or it goes out immediately.
Or that when you step in to the fire either nothing happens, you immidiatly are in flames, or there is a small delay and then you are fully in flames. The fire never spreads.
@@radikalcreates Yea but that can just be explained away by stating that the environment is extremely humid, meaning that all plants contain a LOT of water and are hard to burn, so a fire would have a hard time sustaining itself.
Plenty of games have fire physics, Tomb Raider since very early ones had you DIE unless you found a water, Assassin's Creed games have environment like haystacks, enemies and oil catching fire, Divinity and other RPGs like Dragon Age even have spells that synergize like Grease + Fireball for more flame, it does damage over time etc., Dragon's Dogma fire disables flying enemies, sending them down to shake it off and if you catch fire you need to use a special item to wear it off. So, no, games can get it right. Not all do, though.
I completely agree. I’m sure it’d be strenuous on whatever system you play on, but it’d be cool in certain games. I think if In CoD after you killed somebody their body stayed, there’d be bodies EVERYWHERE. It’d be dope though. Games like Hitman do this well
@@AllTheRage147 You're right, every game object that is in the game has to be rendered by the GPU, so each dead body is more draw calls on the GPU and as that number increases the frame rate will decrease, that is why bodies will disappear after a while or else you could get into a state where you have so many bodies that you're running at 1fps. Even in games that don't have a lot of enemies the reason it would be done is because that performance could be used up by things like lighting, shaders, shadows, particle effects etc. which all tax the GPU.
I broke Halo Reach back in the day cause after my friend went home while we were playing coop I just sat there and kept killing his spartan over and over again and after a while everything kept moving like I was playing on a very bad multiplayer game.
LA Noire is like the only game I can think of that got that one right, a proper animation for each step taken, in everything else you just kind of stomp over stairs like they're flat
although invisible walls like in the clip are the worst(looking at the minimap theres clearly playable area past it) ,when it blocks you from taking a shortcut.
NPC reactions to contact. Some you barely brush, they go down like they've been hit by a juggernaut. Head shot with a heavy weapon, they stay on their feet or run/fight back. Unrealisms
@@kttk577 The weird thing is tomb raider underworld had no colour coating climbable stuff, yet playing through it recently gave me no issue finding a path. Yeah they are still obvious but at least its not a white rock path that someone painted minutes ago in a 700 year old tomb...
My main complaint to AC: Origins was that platforming was downgraded. I loved the parkour in older games and that you had to find a way to climb a big building rather than just holding up. @@whitepaws60 first six Tomb Raider games didn't have color coating. It appeared in Legends, where it's bad enough, but especially grating in Anniversary because you have the same levels from 1, with (actually good) new climbing puzzles ruined by very obvious bright-white highlights of where you need to go... and a diary that told you solutions for all was silly too, but at least optional, unlike automatic radio directions of Legend or walkthrough-monologue she has in later games.
11. Npc’s that forget who you are once you’re done talking. My favorite is assassins creed where they’ll react like you appeared out of nowhere and recoil in fear😂
Most games that have a mirror don’t actually “reflect” the image. A reverse of the room is built (really just copied and flipped) on the other side of the wall, and when you walk into the room, a second copy of your character is spawned in that mirrors your movements. Not that difficult or hardware intensive.
Profinoob 1337 no it’s not. The only textures that are rendered are what is in view of the camera. If you are staring at a mirror, the only thing rendered is the mirrored room and the spawned copy of your character, which is no worse than staring down a hallway with an enemy in it. The engine doesn’t render anything outside of that view.
that's how older games used do it. most games these days will render everything again and project it onto the mirror. but its still limited , you will never see a curved surface using this method. the only way to do a curved reflect would be to use the RTX ray tracing.
That's what they did in Duke Nukem. What for why they don't do it in modern games, I suspect it has to do with two different spaces occupying the same space.
Two things that games used to be able to do right and now can't: 1) The goddamn vehicle control on a keyboard. Look at GTA IV. As you press W it slowly takes off. In Mafia 1 the wheels would also turn slowly. In GTA V it's almost as if you were to drop your whole weight on a pedal. It jumps to a maximum rpm and burns tires. Bikes are just some kind of madness. 2) Vehicle physics. Meaning that a car should feel like a big hunk of metal rather than a plastic RC toy. GTA IV did well. It even had some cars randomly get carried away to one side if I'm not mistaken. As if something in it was broken. At least Roman's cabs had this problem.
My God the Borderlands series, much as I love it, is notorious for throwing you into those situations. The mission giving NPC (for some reason) felt the need to deliver some funny bit of dialogue over the comm right as you're in the middle of a life or death fire fight or something equally as loud was going on in the background. Usually the interaction always triggers juuuust as you unwittingly stepped into an enemy spawning area or killed something whilst other somethings were still running around attacking you. Like, why? Just why do you have to speak NOW? Could've done it on the way here or at the entrance to the lair/stronghold or at the very end, but noooo.
Yea but they also were silly at times. Like you could walk across a plank of wood that was suspended from a ledge and wasn't nailed down. Or you could stand on a spike jutting out from the ground.
@@MsHarpsychord Oh yeah, it still has it's flaws... but I can't think of anything that gets too close to the natural feel of the open world. Ubisoft are a greedy ass company who keep pumping out clones of successful IP's & have no idea how to write a decent story anymore, but their world design is second to none (aside from some recent bugs).
I disagree. I've only played Black Flag, but there are so many times like in the jungle or around the temples and such, where the vines are hanging on the walls, they look very climbable, especially for an athelete like Edward, but you can't climb them. Or the stone buildings and forts are hard to tell whats a climbable stone and what's not.
That goes for bodyparts miraculously glitching through objects aswell. Also in some FPS when you stand near a wall you can see that the weapon holding doesn’t fit with the distance you have to the wall...
@@ciceroflyman And the fact of objects or body parts go through the wall, the floor or another objects when they bug (sometimes it is not even a bug. Just part of the physics of the game).
Here's one I don't see people talking about. It's more of a problem in older games but I do see it crop up from time to time in modern ones, usually When you're out if cut scenes. When a character hands another character an item and the item just kinda jumps from one hand to another. It happens way too often. Some times they try to hide it by having a character putting their hand above another characters, but it still doesn't look right. Especially if it's a big item like a rifle, I mean who one handedly hands someone a rifle.
about the mirror thing, i remember the old game MDK2, in which when you enter the toilets, the mirrors are covered with tv static and a sign saying "your reflection is not available at this time -Management", i loved this
In most every other game an enemy detects you and instantly the whole world knows about you but in Hitman if one person sees you only they know and they either have to actually tell another NPC about you or radio in a description in order for that knowledge to spread. Hitman also has very realistic mirrors, even reflective windows, and NPCs can even see you sneaking up behind them in mirrors. Take out some random worker, guard or receptionist and if their boss happens to wander by sometime after they may remark on that persons absence. Some neat tech in those games.
Uncharted 4 was actually pretty tricky to figure out where you needed to climb sometimes. For example, in Scotland with the rock slides, you felt as though you could be jumping to your death if you didn't figure it out.
I think part of it may come for perceiving difficulty of the encounter. If you only have to dodge something one time, that's too easy, more than 3 it could get too difficult or tedious deciding how many times to do something in a game is a balance of making it fun, and not seem too tedious.
mirror reflections in duke nukem was actually not a reflection. It was a copy and pasted room that was inverted with a window between. It actually has that space occupied as another room. Doing that in a game would require you to make sure that the room on the other side of any mirror on a wall would not be accessable. Plus it wouldnt help against stand mirrors or say puddles and such.
"It was at that moment that I first realised Elaine had doubts about our relationship; and that, as much as anything else, led to my drinking problem."
Kissing in video games is still the best thing ever. I love watching two characters awkwardly melding there faces together, simultaneously headbutting and fusing pixelated textures together. I hope they never fix that.
In FPS shooters, your ally NPCs in campaign mode are literally shooting blanks. They will only hit the enemies if you take too long to kill them, but other than that, they are either missing all of their shots or just making shooting noises in the direction of the enemy. This is just unrealistic because why am I literally the only person with a morsle of accuracy during a mission
I asked the walking speed question to a few devs in the past and according to them it's entirely intentional to allow players to immerse themselves in their environment or explore a bit (read: loot the area) while the the NPC is pathfinding. It is annoying but I see their point.
I always assumed that your walking speed is higher so you could sneak around guards without running, in Assassin's Creed it made sense, but later they made you get glued to NPC speed and you couldn't loot properly lol, so I get it now.
My mind lacks the necessary maturity to not only think of sex when people mention adult stuff. If someone says "let's get this done" while I'm in bed with my girlfriend I'm gonna die of a damn heart attack
7:07 Assassin's Creed series gave a "snapping" auto-walk to escorting NPC scenarios at some point. I think it was in Black Flag? Might have been earlier.
Whenever you're in a group of people, and "blending in" to avoid detection, you do match the crowd's speed. As long as you don't hit the freerun button, haha.
Mine is when you find collectibles that reveal things about the game, but it is never used in game. One of my main complaints of Just Cause 3 is we find out the main bad guy was essentially behind you becoming who you are today through collectibles, but yet the main character never brings it up
The whole characters berating over exploration is something GTA used to do a lot. In San Andreas my cheap ass rarely bought ammo. I’d just pick up any that was dropped plus some cash. So during driving missions, especially where driveby’s are the key part, I’d get out and pick up the dropped ammo and money and everyone in the fucking car would go off about how I’m a buster. Classic Ryder.
Clipping! Even in some triple A titles, with a single protagonist, that looks EXACTLY the same across the entire game, there will always be certain animations or cut-scenes where clothes clip together, models don't quite merge properly.. nothing breaks immersion for me as much as this reminder that I am indeed inside a virtual, pre-rendered world.
In regards to #2, the reactions to violence, and specifically GTA 5... Why is it that in GTA 5 when I shoot a gun, EVERYONE GETS OUT OF THEIR CARS?! XD Previous GTA games had most people try to, you know, drive away like sane human beings. Why did 5 remove everyone's frontal lobe?
The “rule of three” is repeated over and over again because that’s what looks good to the human eye. It’s for aesthetic purposes, I learned it while taking illustration classes.
it also makes sense in puzzles and lore for keys because that's how a lot of mythology is built, i.e. Holy Trinity, Olympic triad for Greeks, Capitoline one for Romans, Egypt had Theban, Memphis, Osirian and other triads, Lao Zi (Taoism), Confucius and Buddha are Three Great Teachers in China, not to mention historical Triumvirates, Three Kingdoms, Central Powers and Antante, then three Axis Powers etc., and those weren't made for aesthetics, it's just naturally occuring number in every system that goes beyond binary. I.e. bi-polar Cold War created... the therm Third World Countries, ones not aligned with main two powers.
A small annoying detail for me (which devs are getting better at nowdays) is reloading animations in third person games. I've always hated it when a character will do a reload animation but wont actually take the magazine out of the gun and put a new one in which just results in them running their hands over an already inserted magazine. It's a small detail but I absolutely loathed developers that wouldn't take the extra steps to make it realistic
rule of three isn't just a video game thing its a really weird human thing that we tend to do, best example is how people tend to three things whenever prompted to give examples of things on say a resume
Rikkits from red dead redemption whom you meet in Mexico is one of the most annoying npcs I've come across for berating you during a quest. In his last mission for instance he nag you for not driving fast enough and to stop stopping even if he's so far behind you that the mission insta fails for driving to far ahead of him. (of course this is also the guy that I've seen talk about how the townsfolk love him right before he drew his gun and shot his horse a few dozen times before he holsterd it and mounted the very same horse who somehow was still alive and we proceeded with the mission)
I love exploring levels and looking at all the design. It's part of why the Dreamcast version of Sonic Adventure is my all-time favorite Sonic the Hedgehog game.
10. hate when that happens. 9. it to limit you to go out of bounds. 8. it's funny. 7. it kind of annoying when you try to enjoy the game. 6. 3 is a magic number. 5. limitations. 4. hate slow walkers in game like real life. 3. mirrors are cool when done right. 2. those game put less effort to interact with the player. 1. i guess to help the player climb on a climb-able edge.
There is one thing missing here, something I've been wondering about since years. When will we see a game... WITH NO GOD DAMN CLIPPING ? My poor immersion goes away in a split second, after I see that ;P
@QUEENDOM Dude, I'm pointing out one specific thing in semi serious manner, so chill with those question marks ;) I didn't want to talk about immersion in general, just the clipping, since it's very common and fits the theme of the video.
I dream of a day 3d beat-em ups, actually have full physics and no clipping. I feel your pain on this one. Not to mention characters always slightly levitating or clipping the ground. Particularly on slopes or stairs. And of course there's the weapons which just clip through walls as you run along, see dark souls etc. for that one.
@@Emma-kz3zr Eeeeexactly :) I have a pretty good guess as to why that's the case. I would bet, that detecting collisions between high polygon objects is just heavy on the system. That beeing said, I also wonder if anyone makes any effort to clean that up, or they are just like "meeeeh, people got used to it at this point". Especially if list like this mentions drinking animations (which I never noticed) and glosses over general issues like clipping.
It's more of a gameplay thing than anything. You don't want to get stuck in a narrow walkway because your weapon grabs everything and characters just don't naturally move it out of the way as a person would do IRL. Jedi Knight games found a way to make it less immersion-breaking with lightsabers leaving wall-marks.
NPCs who are supposed to be leading you somewhere. One of two things happen. The character stops until you pass them. You have to guess where to go before they starting to lead you again. Hmm should I go this way nope still standing there. This way? Nope.Wait this way was inches away from the other path.Then you are following them and they disappear only to have them transport to a totally different area. Occasionally you can't find them.
6:30 If you knew the work into making a liquid in a game engine you would understand why it is difficult. The liquid is a shape with a material applied to it and code. Making that object come out of one object go into another object while changing shapes and still looking fluid is already a challenge in itself xD
In Saints Row 4 Your character calls the rule of threes into question when he/she is tasked with destroying three generators in some virtual world simulation. After getting the info they say: why is it always three? why not two? or one? or none? The character helping you says that it is perhaps some number that the system devs settled on arbitrarily.
Thank you for mentioning God Of War in the final entry, that in universe explanation of the markings where you can climb was absolutely brilliant once it was revealed.
7:07 because you're supposed to be able to catch up to guards while walking. Also, Assassin's Creed fixed the issue by Origins, synchronizing the speed of you and the NPC, both horseback and walking... BUT they have huge problem of cutting off dialogue there.
Realistic breath duration would be a big one for me, either your character is a obese, chain smoker who can only hold their breath for like 8 seconds, or they are an Olympic swimmer who's mother was a dolphin and can just about live in the water , idk about you but I can hold my breath about 40 seconds while swimming and a bit more just submerged , but in games my character would drown in a 3 foot pool of water becuase I crouched for a second too long
I tried to learn how to smooth walkthrough the game as NPC is walking side-by-side I know some people are like why would you do this well in certain games like metal gear solid they require you to walk or crouch walking slowly and smoothly without making any noise also some days I just feel like casually walking through the game taking it all in listen to the NPC give directions or talk about something very interesting some players do not understand this but later on you will do this
Number 10 is an issue I've had going back to the first three Halo games. I'd enter or be dropped into a war zone and have vital objective information fed to me on the coms that got drowned out by the gunfire and explosions, which I couldn't avoid due to the whole war zone thing. And I couldn't read them via subtitles because of the whole "being shot at" thing. If the games had no objective markers, or at the very least a message on the HUD telling me where to go and what to do, I'd never be able to finish the missions. As for Number 3, I know at least some older first-person games didn't have actual reflections in the mirrors. They would simply have an identical, yet reversed room rendered on the opposite side of the mirror, and a version of the player character's model that was set to mimic your actions. Don't know if that was for all games in that era, though, but I'm guessing that's how most, if not all devs did it. I'm guessing modern developers don't want to use that tired old trick nowadays, and I assume that rendering an accurate reflection is a lot more costly in terms of resources than the old-school method. So it's either do it the old and arguably worse way, do it the modern but expensive way, or find a way to avoid it altogether.
2:42 Goldfish have good memory, we know it for many years already. One of the tests scientists used was playing a sound at feeding time, then they were released, after several months the sound was played the fish came back to the place they used to get fed.
Rockstar still hasn’t figured out how to properly match the dialogue to the travel time. So often do I get to the destination well before the characters finish talking.
And then it becomes a dilemma of "Will I go to the marked spot and cut the dialog off or wait here awkwardly as they finish" and either way it's an immersion killer.
Assassin's Creed has same issue and it's more grating for auto-walking NPC. BUT, Mafia 2 had it synced up really well for driving and that game had one of the best immersion rates for an open world game, unfortunately, at a huge coast to freedom with a lot of railroading.
Number 10 - one of the reasons why I always put on subtitles, oftentimes dialogue is getting quieter, when you continue to explore and move away from a npc speaking. That way I at least get the chance to get all the information.
To help with number 10, I usually put voices up to 10, sound effects to 8, and music to 6, this help a little when the voices are louder than the action and music but just being distracted fighting is enough to miss out on the dialog
2:50 That's my favourite feature. In Battlefield V, in the desert campaign, you can literally pick off their mates in front of them. They all get excited for about 2 minutes and then go around stepping over the bodies and not being particularly bothered about it. Hilarious.
Other than instances where you're locked inside some sort of sealed structure (cave, building, etc..) then invisible walls are inevitable. Doesn't matter how creative you get, the underlying issue is there. Your character just all of a sudden turns into a moron who can't climb/jump/run/etc... to bypass whatever it is the game is using as it's boundary device. Highlighting areas where you can climb/hang/etc.. is also a bit ridiculous to gripe over. Do I want to potentially die 5x before I find the right place to jump to in Tomb Raider? No, I definitely don't. Does this system accurately reflect real life? No, but at the same time it's more conducive to an entertaining and enjoyable gaming experience than the alternative. These aren't things they CAN'T get right, these are things that (regardless of whether you complain about them or not) you almost certainly don't WANT them to get right, because if they were done "right" it would be at best irritating, at worst enough to make you hate a game. Also I feel the need to point out the fact that a large number of games have independent volume adjustments for things like voice/music/sound effects/etc..
People enjoy trial and error gameplay in Dark Souls-like games... but somehow, actually dying on hard jumps or by falling into pits in Tomb Raider is bad? Come on, it's how we played the original games.
So when one character talks over another do you know where the sound setting are for that? Or when you change a game language and the voice volume is not at the same base line as the original language so you basically have to put subtitles on. Independant volume doesn’t help with those problems sure I can put the voice volume higher for the latter but the first just gets loud without getting better
You still get distracted a lot by action. That's why I prefer dubs to subs in Japanese games, I can't be expected to read subtitles that explain the story in a middle of the combo! xD
Kasumi Gaming O rarely play japanese games, i was bisically just saying i make the voices louder than the action. And yea, I usually prefer Dubs as well in general, (notable exception being Jojo’s bizarre adventure.) but in games i CAN NOT STAND now being able to get it in english of it’s a game where my eyes will probably be distracted by something else.
I hate when there’s a bunch of things to explore but you accidently walk into a cutscene or battle area and then get locked out of going back and have to restart and meticulously avoid that area. Looking at you, Astral Chain.
Easy Fixes: Not secure Conversations Made them in Cutscenes, the Background has an temporal AI Shutdown by freeze the Background or Stop AI and Movements. Alpha Walls Integrate them into the Game, by adding Fences, Clifs, Buildings and other Obstacles, who can't be climbed
How about how when they open a book they always seem to open it right in the middle and on the right page. Though you could argue that's not just a video game trope as I see that in cartoons and movies all the time as well.
@@smuglord5057 well they'll be doing a thing where they are acting like it's the first time they ever even heard of the book they are about to read and dont even bother with the first half of it. And immediately get the information they need due to plot convenience.
@@pellet1167 I get what you're getting at, but think of it this way would you rather watch your character take 10-30 mins reading a book while you just sit and watch them, or for them to get on with their lives/plot. The act is weird but its just a general action that doesn't really take you out of the immersion that much and is generally something one can overlook. That or there's a bookmark in place already, which could actually be the case sometimes, if it were a book stolen by the heroes from the villain, and they are trying to figure out what the villain is doing.
@@smuglord5057 I don't have a problem w it. But as a kid it bugged the crap out of me once I noticed it. But to the bookmark thing, this is a scenario where it fails, "This book has been sealed away for thousands of years" *Main character opens book to the page directly in the middle of the book* "Oh hey, I found out what we need to know to do the thing that we couldn't do before" *everybody celebrates the convenience of the invisible bookmark that was placed in the ancient book of curses*
there are creative ways around it... like, show a fade, time passing by. Can be as simple as having characters open first pages, then in next camera cut, being in the middle, which would imply the passing of time.
About the thing with the water. The reason why Oceans are simpler to do than a glass of water is because most of the times the ocean is a plane object with an animated displacement map. To have realistic water flowing animation into and out of a glass would require realtime fluid simulation and simultaneous meshing of those particles. The mesh also mostly ends up being very high poly, so it is quite taxing on a system.
One thing I notice is NPCs sleeping. Mainly in open world games. They would just sleep uncovered in their regular clothing on top of a bed, bedroll or sleepingbag.
Another good point.
what do you mean? that's how I sleep.....oh gods! Am I an npc!?
In Skyrim, it kinda makes sense. They down a few ales at the Bannered Mare, go home and pass out in bed.
It is more complex than mirrors. Mirrors just require compute power. The rest is not something new, mirror shaders were made a long time ago.
Making characters sleeping believably will blow up either your pc or developer's brain. It's incredibly hard to animate a piece of cloth. Cloth simulation drops the performance quite a lot and acts really weird. Rigging is also not going to give good looking results because mesh is just going to deform awkwardly. Plus you'd need to make an animation of them getting under and out of the blanket/sleeping bag and whatever else and then it would be cool to make them move while sleeping. Which is essentially an even harder thing to perform realistically.
For the same reason there are almost no undressing scenes in games. They can only show a hint of a character undressing and it has nothing to do with rating or whatever. It's totally fine to have a fully nude character (as long as genitalia aren't visible)
It's just a pain in the ass to animate clothes and it's not going to be seen as often as sitting or walking so obviously it's just ignored.
@@zhulikkulik well, there are easier ways to go about it, make a simple "pulling up bed covers and going to bed" animation (as in, make the character grab and "pull" up the texture a bit while getting into bed) and then make that texture "stretch" over the body of the character.
sure if you were to make it as realistic as possible you would need extreme amounts of computing power, but the way im talking about would just stretch the already existing textures to make it look a bit more realistic than sleeping on top of the covers. if you want it a bit better you could add a "breathing" effect as well
2:50 I like the way the Arkham games handled this. They never truly go back to normal as long as you're in that room, they are always a bit more on alert and they change their pattern after Batman has revealed himself once or they find a downed ally.
Yea. They actually group up after every kill. They even destroy pieces of the room to avoid getting hit by the same move in the same places
Or Watchdogs, where they search for you, when they see a dead mate or Aiden.
Yeah, they instead changed strategies and remained in an alerted state, with increased heart rate and closer to 'panic'. When they panic, they just wildly shoot every which way xD It was almost fun just to occationally show yourself then hide again over and over to watch them get more and more panicked :P
They actually behave like people. Destroying gargoyles, shooting glasses and stuff. I like the AI in that game. It's slow paced but very efficient
Agreed, Arkham probably has some of the best stealth A.I making you completely feel like your Batman striking fear in these criminals.
I admire every game character's ability to never use the toilet.
See ARK
Ever played Sims?
@@penumbrum3135 Thats litterly the only game that does that lol
@Corvo Fox-Gray I think some of the buckets in skyrim are actually meant to be toilets. I think it was in Redwater den that there are buckets in little cubicles and also you'll sometimes see buckets near piles of hay. I'm sure I heard this mentioned in some other video a while ago.
Nov 5062 oh shoot I knew I was forgetting something 😂
Worst thing is when an NPC moves at an awkward pace between sprint and walk... Oo
When you have to alternate between the two to not lose them because that causes them to just stand still. -.-
Damn this hits home !
This. When sprinting is too fast but walking is too slow to keep pace.... especially when you're following them.
*cough* Skyrim
Skyrim, Fallout, or any bethesda game in general due to how speed management is an incremental thing. Even star trek Legacy was that way. Your speed options are 1/4 1/2 and full impulse. and your tasked with following someone who moves at 1/3 impulse without getting too close and getting noticed.
Aha, like, analog controls should have fixed that issue by PS2 era, since they can program gradual speeds, but nope, you either have the very slow, useless walk, OR the walk that's faster than NPCs so you could catch up to guards without alerting them via full run. Surprisingly, I played Assassin's Creed Origins and they fixed it and synced your walk speed to talking NPCs. Even on horseback.
For point 10: The Outer Worlds got it a little right. I remember my companions were having a conversation, then a fight occurred. The banter then stops while fighting. After the fight, Felix continues with "Now where was I?" And the banter kept going after.
farcry 5 had if you walked away from a conversation the npc would get a little annoyed.. oh right walk away from me.. rather than the go get it started them wander off
Same with Uncharted 4
Mimir in God of War (2018) would do that when you got in and out of the boat.
Spiderman in PS4 does that as well you could be in a phone call with Spiderman via his suit and if you end up in a fight afterwards he calls them back and says "where was we" or "sorry my signal went"
Also in god of war when leaving the boat they say they will continue later
"issues that video games still can't get right"
*proceeds to cite Mass Effect 2 as an example, a game that will be a full decade old in two months*
well, the newer games still didnt get it right
It's a very valid example, one of the main noticeable screw-ups of Andromeda was liquids in drinks still behaving the same way, so the fact that Mass Effect 2 and later games have the same issue is the whole point: they couldn't do it thin, and they STILL can't get it right. Oh, I also think gaming just stopped improving after ME2. Sure, there's a boost in texture resolution, shaders etc. but it's so minor, and the main gameplay, atmosphere, dialogue and writing had minimal, if any, improvements (open world curse made most games take several steps back).
ok so it wasn't a problem back then...
I can't believe you didn't mention fire. Whenever something burns, it's either a self contained pile of flames that doesn't go anywhere, or it goes out immediately.
Or that when you step in to the fire either nothing happens, you immidiatly are in flames, or there is a small delay and then you are fully in flames. The fire never spreads.
In Far Cry games a fire was able to spread, but got put out autmatically after a bit of time
@@radikalcreates Yea but that can just be explained away by stating that the environment is extremely humid, meaning that all plants contain a LOT of water and are hard to burn, so a fire would have a hard time sustaining itself.
Plenty of games have fire physics, Tomb Raider since very early ones had you DIE unless you found a water, Assassin's Creed games have environment like haystacks, enemies and oil catching fire, Divinity and other RPGs like Dragon Age even have spells that synergize like Grease + Fireball for more flame, it does damage over time etc., Dragon's Dogma fire disables flying enemies, sending them down to shake it off and if you catch fire you need to use a special item to wear it off. So, no, games can get it right. Not all do, though.
@@KasumiRINA I don't think you understood what Annihilated481 said. He was talking about fire spreading on the environment.
How did "Characters repeating the same 3 voice lines over and over and OVER again" not make the list?
Rule of 3
He is a man not a god!
@@Killer4fun Angry joe intensifies
patrolling the mojave almost makes you wish for a nuclear winter
High Precision Garrett!
liquid simulation is one of the absolute most intensive parts of cg. that shit's not gonna work in real time for many, many years
Opponents disappearing after they've been killed.
I completely agree. I’m sure it’d be strenuous on whatever system you play on, but it’d be cool in certain games. I think if In CoD after you killed somebody their body stayed, there’d be bodies EVERYWHERE. It’d be dope though. Games like Hitman do this well
@@AllTheRage147 You're right, every game object that is in the game has to be rendered by the GPU, so each dead body is more draw calls on the GPU and as that number increases the frame rate will decrease, that is why bodies will disappear after a while or else you could get into a state where you have so many bodies that you're running at 1fps.
Even in games that don't have a lot of enemies the reason it would be done is because that performance could be used up by things like lighting, shaders, shadows, particle effects etc. which all tax the GPU.
rdr2 has it partially done
I broke Halo Reach back in the day cause after my friend went home while we were playing coop I just sat there and kept killing his spartan over and over again and after a while everything kept moving like I was playing on a very bad multiplayer game.
@@AllTheRage147 maybe have rats eating the bodies or scavengers taking the bodies away, give an in game reason
How about character using stairs! They kind of hover when using them.
Yep, stairs are still one of the things no programmer/animator can get right in games.
MGS2 like to have a word with you :D... Well kind of
Bill Ly actually never played mgs2, did they try to address the stair issue? Heheh
Oscar Patxot the animation of climbing stairs in it is actually spot on. Kind of funny (looks like they tip-toe), but still spot on.
LA Noire is like the only game I can think of that got that one right, a proper animation for each step taken, in everything else you just kind of stomp over stairs like they're flat
I'm surprised that kissing/sex scenes didn't make this list.
What do you mean, we all smash our faces together in an attempt to create friction burns of love
Double Fine managed to make a natural looking kissing scene ten years ago in Brütal Legend.
They still can't do teeth right imo
or the eyes. They look like lifeless puppets to me.
Devil may cry 5 has such realistic teeth
the most realistic game ever made would probably just end up boring.
I went to work today. The graphics were awesome but the gameplay sucked.
RDR2 proves this
one of my main complaints of RD2 is that its too realistic
@Rettznom yeah i really would need a lot of free time to consider replaying it again
Death stranding...
>Talks about Duke Nukem: Time To Kill.
>Shows footage of Duke Nukem Forever.
They also showed footage of a Sonic The Hedgehog 2 rom hack that had Shadow imported for some reason.
@@TakumiJoyconBoyz 2 small things that WhatCulture Gaming still can't get right.
Nailed it with the rule of 3 and the NPC's pace, so frustrating
The NPC movement thing is perfect in Witcher 3. There they keep your pace.
@@shadzudh
For sure, forgot that one but generally in like 90% of games it's the worst
@@ryanrandall1727 That is absolutely true.
Honestly? Invisible walls are better to me than "immediate fail of mission at arbitrary point on map"
I think that should fall under that. But it's refering to open world games where you can go "everywhere".
To me. Invisible walls say “my character isn’t fucking dumb enough to just walk off a cliff”
I think the death zones at the edge of the map are fine if they're lore friendly, like what are devs going to do, build an entire planet?
although invisible walls like in the clip are the worst(looking at the minimap theres clearly playable area past it) ,when it blocks you from taking a shortcut.
@@cannedgoodness9633 GTA 5 does it pretty well. You have to take a plane or boat like 5 miles out before it will kill you.
The goldfish memory is a blessing. "Just 10s more and he'll go away". Imagine OUTLAST when you go into a room with no exit but only a locker. Yikes.
NPC reactions to contact. Some you barely brush, they go down like they've been hit by a juggernaut. Head shot with a heavy weapon, they stay on their feet or run/fight back. Unrealisms
7:12 Or sometimes faster than your walking speed but slower than your running/sprinting speed
🇩🇪 You can climb everywhere in AC Odyssey, but I understand what they meant.
And Conan Exiles and Breath of the Wild
in games like tomb raider and uncharted u can actually turn it off though..
@@kttk577 The weird thing is tomb raider underworld had no colour coating climbable stuff, yet playing through it recently gave me no issue finding a path. Yeah they are still obvious but at least its not a white rock path that someone painted minutes ago in a 700 year old tomb...
My main complaint to AC: Origins was that platforming was downgraded. I loved the parkour in older games and that you had to find a way to climb a big building rather than just holding up. @@whitepaws60 first six Tomb Raider games didn't have color coating. It appeared in Legends, where it's bad enough, but especially grating in Anniversary because you have the same levels from 1, with (actually good) new climbing puzzles ruined by very obvious bright-white highlights of where you need to go... and a diary that told you solutions for all was silly too, but at least optional, unlike automatic radio directions of Legend or walkthrough-monologue she has in later games.
11. Npc’s that forget who you are once you’re done talking. My favorite is assassins creed where they’ll react like you appeared out of nowhere and recoil in fear😂
Most games that have a mirror don’t actually “reflect” the image. A reverse of the room is built (really just copied and flipped) on the other side of the wall, and when you walk into the room, a second copy of your character is spawned in that mirrors your movements. Not that difficult or hardware intensive.
It is hardware intensive because the GPU has to render ~ twice the amount of textures
Profinoob 1337 no it’s not. The only textures that are rendered are what is in view of the camera. If you are staring at a mirror, the only thing rendered is the mirrored room and the spawned copy of your character, which is no worse than staring down a hallway with an enemy in it. The engine doesn’t render anything outside of that view.
that's how older games used do it. most games these days will render everything again and project it onto the mirror. but its still limited , you will never see a curved surface using this method. the only way to do a curved reflect would be to use the RTX ray tracing.
That's what they did in Duke Nukem. What for why they don't do it in modern games, I suspect it has to do with two different spaces occupying the same space.
@@Profinoob1337 and it doesn't load memory that much because those are the same textures.
Two things that games used to be able to do right and now can't:
1) The goddamn vehicle control on a keyboard.
Look at GTA IV. As you press W it slowly takes off. In Mafia 1 the wheels would also turn slowly.
In GTA V it's almost as if you were to drop your whole weight on a pedal. It jumps to a maximum rpm and burns tires. Bikes are just some kind of madness.
2) Vehicle physics. Meaning that a car should feel like a big hunk of metal rather than a plastic RC toy. GTA IV did well. It even had some cars randomly get carried away to one side if I'm not mistaken. As if something in it was broken. At least Roman's cabs had this problem.
But that’s why I love games, some of their flaws are hilarious, games aren’t real life so I don’t mind as long as is not a broken game
My God the Borderlands series, much as I love it, is notorious for throwing you into those situations. The mission giving NPC (for some reason) felt the need to deliver some funny bit of dialogue over the comm right as you're in the middle of a life or death fire fight or something equally as loud was going on in the background. Usually the interaction always triggers juuuust as you unwittingly stepped into an enemy spawning area or killed something whilst other somethings were still running around attacking you. Like, why? Just why do you have to speak NOW? Could've done it on the way here or at the entrance to the lair/stronghold or at the very end, but noooo.
Me: So what surfaces can I climb here?
BOTW: Yes.
*Avoiding the rule of three*
GabeN: "Hey, that's a good idea!"
Assassins Creed (aside from the hay) actually nailed the traversal, you could go anywhere as long as you could reach it.
Yea but they also were silly at times. Like you could walk across a plank of wood that was suspended from a ledge and wasn't nailed down. Or you could stand on a spike jutting out from the ground.
@@MsHarpsychord Oh yeah, it still has it's flaws... but I can't think of anything that gets too close to the natural feel of the open world. Ubisoft are a greedy ass company who keep pumping out clones of successful IP's & have no idea how to write a decent story anymore, but their world design is second to none (aside from some recent bugs).
I disagree. I've only played Black Flag, but there are so many times like in the jungle or around the temples and such, where the vines are hanging on the walls, they look very climbable, especially for an athelete like Edward, but you can't climb them. Or the stone buildings and forts are hard to tell whats a climbable stone and what's not.
I swear if hair going through clothes isnt on here i'm gonna be pissed
K
You mad yet?
That goes for bodyparts miraculously glitching through objects aswell. Also in some FPS when you stand near a wall you can see that the weapon holding doesn’t fit with the distance you have to the wall...
@@ciceroflyman And the fact of objects or body parts go through the wall, the floor or another objects when they bug (sometimes it is not even a bug. Just part of the physics of the game).
RDR2 really sufferers from this once you reach level 6-7 hair length.
What Culture - "Hitting a Game Over anytime you're seen wouldn't be fun"
Metal Gear - *Laughs in European Extreme*
Mgs 4: *laughs in big boss*
Well in Metal gear every time i get spotted i just let them kill me
Here's one I don't see people talking about. It's more of a problem in older games but I do see it crop up from time to time in modern ones, usually When you're out if cut scenes. When a character hands another character an item and the item just kinda jumps from one hand to another. It happens way too often. Some times they try to hide it by having a character putting their hand above another characters, but it still doesn't look right. Especially if it's a big item like a rifle, I mean who one handedly hands someone a rifle.
I admire the NPC ability to forget us. I rely on it, Whatculutre! Cmon!
I admire their ability to forget period, I wish I could do that.
about the mirror thing, i remember the old game MDK2, in which when you enter the toilets, the mirrors are covered with tv static and a sign saying "your reflection is not available at this time -Management", i loved this
WCG: "characters berating you for exploring"
Me hearing "RIMEREZ! GET TO THE ROOF" in my head frim mw2 all over again.
Enemy have goldfish memory??
Hitman : Am I a joke for you?
In most every other game an enemy detects you and instantly the whole world knows about you but in Hitman if one person sees you only they know and they either have to actually tell another NPC about you or radio in a description in order for that knowledge to spread.
Hitman also has very realistic mirrors, even reflective windows, and NPCs can even see you sneaking up behind them in mirrors.
Take out some random worker, guard or receptionist and if their boss happens to wander by sometime after they may remark on that persons absence.
Some neat tech in those games.
Uncharted 4 was actually pretty tricky to figure out where you needed to climb sometimes. For example, in Scotland with the rock slides, you felt as though you could be jumping to your death if you didn't figure it out.
The Boss of the Third Street Saints about the "Rule of Three": Why does it always have to be 3 things? Why not four? Or one? Or none?
I think part of it may come for perceiving difficulty of the encounter. If you only have to dodge something one time, that's too easy, more than 3 it could get too difficult or tedious deciding how many times to do something in a game is a balance of making it fun, and not seem too tedious.
Water in a glass being drinked.
Ok, it is number 5.
Hmmm, Metro Exodus kind of did it I guess
Drinked.
Drunk
Did you guess that would be on the list because it's kinda the thumbnail of the video...
mirror reflections in duke nukem was actually not a reflection. It was a copy and pasted room that was inverted with a window between. It actually has that space occupied as another room. Doing that in a game would require you to make sure that the room on the other side of any mirror on a wall would not be accessable. Plus it wouldnt help against stand mirrors or say puddles and such.
"It was at that moment that I first realised Elaine had doubts about our relationship; and that, as much as anything else, led to my drinking problem."
It looks like I picked the wrong week to quit reading RUclips comments.
Kissing in video games is still the best thing ever. I love watching two characters awkwardly melding there faces together, simultaneously headbutting and fusing pixelated textures together. I hope they never fix that.
Naughty Dog fixed it
I *really* hate borderlands 3 constantly giving you the solution when "exploring" during missions.
In FPS shooters, your ally NPCs in campaign mode are literally shooting blanks. They will only hit the enemies if you take too long to kill them, but other than that, they are either missing all of their shots or just making shooting noises in the direction of the enemy. This is just unrealistic because why am I literally the only person with a morsle of accuracy during a mission
I asked the walking speed question to a few devs in the past and according to them it's entirely intentional to allow players to immerse themselves in their environment or explore a bit (read: loot the area) while the the NPC is pathfinding. It is annoying but I see their point.
There are times where NPCs would walk more slower than you walking.
I always assumed that your walking speed is higher so you could sneak around guards without running, in Assassin's Creed it made sense, but later they made you get glued to NPC speed and you couldn't loot properly lol, so I get it now.
I need Scott in my life saying “Let’s get this done!” w/ chores and adult stuff.
My mind lacks the necessary maturity to not only think of sex when people mention adult stuff.
If someone says "let's get this done" while I'm in bed with my girlfriend I'm gonna die of a damn heart attack
7:07 Assassin's Creed series gave a "snapping" auto-walk to escorting NPC scenarios at some point. I think it was in Black Flag? Might have been earlier.
Whenever you're in a group of people, and "blending in" to avoid detection, you do match the crowd's speed. As long as you don't hit the freerun button, haha.
Mine is when you find collectibles that reveal things about the game, but it is never used in game. One of my main complaints of Just Cause 3 is we find out the main bad guy was essentially behind you becoming who you are today through collectibles, but yet the main character never brings it up
The whole characters berating over exploration is something GTA used to do a lot. In San Andreas my cheap ass rarely bought ammo. I’d just pick up any that was dropped plus some cash. So during driving missions, especially where driveby’s are the key part, I’d get out and pick up the dropped ammo and money and everyone in the fucking car would go off about how I’m a buster. Classic Ryder.
Clipping! Even in some triple A titles, with a single protagonist, that looks EXACTLY the same across the entire game, there will always be certain animations or cut-scenes where clothes clip together, models don't quite merge properly.. nothing breaks immersion for me as much as this reminder that I am indeed inside a virtual, pre-rendered world.
Also facial expressions during gameplay, hair physics, and npcs walking aimlessly 😁
Bro I think this is the most underrated channel for videogames I love the whole crew...great personalities. I love you guys
Destiny 2 also features a joke about how everything happens in threes
In regards to #2, the reactions to violence, and specifically GTA 5... Why is it that in GTA 5 when I shoot a gun, EVERYONE GETS OUT OF THEIR CARS?! XD Previous GTA games had most people try to, you know, drive away like sane human beings. Why did 5 remove everyone's frontal lobe?
The “rule of three” is repeated over and over again because that’s what looks good to the human eye. It’s for aesthetic purposes, I learned it while taking illustration classes.
it also makes sense in puzzles and lore for keys because that's how a lot of mythology is built, i.e. Holy Trinity, Olympic triad for Greeks, Capitoline one for Romans, Egypt had Theban, Memphis, Osirian and other triads, Lao Zi (Taoism), Confucius and Buddha are Three Great Teachers in China, not to mention historical Triumvirates, Three Kingdoms, Central Powers and Antante, then three Axis Powers etc., and those weren't made for aesthetics, it's just naturally occuring number in every system that goes beyond binary. I.e. bi-polar Cold War created... the therm Third World Countries, ones not aligned with main two powers.
@@KasumiRINA maybe I'm tired of the number 3 then.
I was wondering some devs use slow walking NPCs as a sneaky way to load the game in the background?
That's what lot's of elevators and hallways do, so you're probably right to an extent
A small annoying detail for me (which devs are getting better at nowdays) is reloading animations in third person games. I've always hated it when a character will do a reload animation but wont actually take the magazine out of the gun and put a new one in which just results in them running their hands over an already inserted magazine. It's a small detail but I absolutely loathed developers that wouldn't take the extra steps to make it realistic
rule of three isn't just a video game thing its a really weird human thing that we tend to do, best example is how people tend to three things whenever prompted to give examples of things on say a resume
Rikkits from red dead redemption whom you meet in Mexico is one of the most annoying npcs I've come across for berating you during a quest. In his last mission for instance he nag you for not driving fast enough and to stop stopping even if he's so far behind you that the mission insta fails for driving to far ahead of him. (of course this is also the guy that I've seen talk about how the townsfolk love him right before he drew his gun and shot his horse a few dozen times before he holsterd it and mounted the very same horse who somehow was still alive and we proceeded with the mission)
I love exploring levels and looking at all the design. It's part of why the Dreamcast version of Sonic Adventure is my all-time favorite Sonic the Hedgehog game.
Taking items out of their inventory and receiving them.
I am a simple man, I see Mass Effect, i like.
mass effect andromeda
10. hate when that happens.
9. it to limit you to go out of bounds.
8. it's funny.
7. it kind of annoying when you try to enjoy the game.
6. 3 is a magic number.
5. limitations.
4. hate slow walkers in game like real life.
3. mirrors are cool when done right.
2. those game put less effort to interact with the player.
1. i guess to help the player climb on a climb-able edge.
Also: fabrics/clothing physics, and hair physics.
Tyler Williams my game, Hitman 1 and 2, Star Wars Battlefront 2 (2017), and Breath of the Wild have pretty much perfected those.
There is one thing missing here, something I've been wondering about since years. When will we see a game... WITH NO GOD DAMN CLIPPING ? My poor immersion goes away in a split second, after I see that ;P
@QUEENDOM Dude, I'm pointing out one specific thing in semi serious manner, so chill with those question marks ;) I didn't want to talk about immersion in general, just the clipping, since it's very common and fits the theme of the video.
I dream of a day 3d beat-em ups, actually have full physics and no clipping.
I feel your pain on this one.
Not to mention characters always slightly levitating or clipping the ground. Particularly on slopes or stairs.
And of course there's the weapons which just clip through walls as you run along, see dark souls etc. for that one.
@@Emma-kz3zr Eeeeexactly :) I have a pretty good guess as to why that's the case. I would bet, that detecting collisions between high polygon objects is just heavy on the system. That beeing said, I also wonder if anyone makes any effort to clean that up, or they are just like "meeeeh, people got used to it at this point". Especially if list like this mentions drinking animations (which I never noticed) and glosses over general issues like clipping.
It's more of a gameplay thing than anything. You don't want to get stuck in a narrow walkway because your weapon grabs everything and characters just don't naturally move it out of the way as a person would do IRL. Jedi Knight games found a way to make it less immersion-breaking with lightsabers leaving wall-marks.
@@KasumiRINA
Your rationalising a broken mechanic, admittedly, the Jedi Knight series did at least acknowledge the issue.
And number one is why I loved Breath of the Wild more than Horizon Zero Dawn.
I think the Yakuza series has done drinking/drinks fantastically.
NPCs who are supposed to be leading you somewhere. One of two things happen. The character stops until you pass them. You have to guess where to go before they starting to lead you again. Hmm should I go this way nope still standing there. This way? Nope.Wait this way was inches away from the other path.Then you are following them and they disappear only to have them transport to a totally different area. Occasionally you can't find them.
6:30 If you knew the work into making a liquid in a game engine you would understand why it is difficult. The liquid is a shape with a material applied to it and code. Making that object come out of one object go into another object while changing shapes and still looking fluid is already a challenge in itself xD
In Saints Row 4 Your character calls the rule of threes into question when he/she is tasked with destroying three generators in some virtual world simulation. After getting the info they say: why is it always three? why not two? or one? or none? The character helping you says that it is perhaps some number that the system devs settled on arbitrarily.
SR4 is some amazing satire on game design in general...
it's hilarious watching these with my brother because he and I have solutions (or have seen seelution in older games) to all of these problems.
6:25 the way he says "look at the absolute state of it" has me stuck in a absolute state of LOL
3:31
I'm sensing a lot of inspiration from the video done by Gameranx and narrated by Falcon
Thank you for mentioning God Of War in the final entry, that in universe explanation of the markings where you can climb was absolutely brilliant once it was revealed.
Uncharted 4 introduced a way to pick up where a line of dialogue left off if it was interrupted in 2016
GTA 5 did it before in 2013 too lol
Rule of three
Riot loves that for league
Until they made Jhin
7:07 because you're supposed to be able to catch up to guards while walking. Also, Assassin's Creed fixed the issue by Origins, synchronizing the speed of you and the NPC, both horseback and walking... BUT they have huge problem of cutting off dialogue there.
Realistic breath duration would be a big one for me, either your character is a obese, chain smoker who can only hold their breath for like 8 seconds, or they are an Olympic swimmer who's mother was a dolphin and can just about live in the water , idk about you but I can hold my breath about 40 seconds while swimming and a bit more just submerged , but in games my character would drown in a 3 foot pool of water becuase I crouched for a second too long
Tomb Raider makes sense for Lara being a trained diver and underwater puzzles being annoying... Other games? Not so much.
I tried to learn how to smooth walkthrough the game as NPC is walking side-by-side I know some people are like why would you do this well in certain games like metal gear solid they require you to walk or crouch walking slowly and smoothly without making any noise also some days I just feel like casually walking through the game taking it all in listen to the NPC give directions or talk about something very interesting some players do not understand this but later on you will do this
Number 10 is an issue I've had going back to the first three Halo games. I'd enter or be dropped into a war zone and have vital objective information fed to me on the coms that got drowned out by the gunfire and explosions, which I couldn't avoid due to the whole war zone thing. And I couldn't read them via subtitles because of the whole "being shot at" thing. If the games had no objective markers, or at the very least a message on the HUD telling me where to go and what to do, I'd never be able to finish the missions.
As for Number 3, I know at least some older first-person games didn't have actual reflections in the mirrors. They would simply have an identical, yet reversed room rendered on the opposite side of the mirror, and a version of the player character's model that was set to mimic your actions. Don't know if that was for all games in that era, though, but I'm guessing that's how most, if not all devs did it. I'm guessing modern developers don't want to use that tired old trick nowadays, and I assume that rendering an accurate reflection is a lot more costly in terms of resources than the old-school method. So it's either do it the old and arguably worse way, do it the modern but expensive way, or find a way to avoid it altogether.
2:42 Goldfish have good memory, we know it for many years already. One of the tests scientists used was playing a sound at feeding time, then they were released, after several months the sound was played the fish came back to the place they used to get fed.
Rockstar still hasn’t figured out how to properly match the dialogue to the travel time. So often do I get to the destination well before the characters finish talking.
Yes lol.
And then it becomes a dilemma of "Will I go to the marked spot and cut the dialog off or wait here awkwardly as they finish" and either way it's an immersion killer.
Assassin's Creed has same issue and it's more grating for auto-walking NPC. BUT, Mafia 2 had it synced up really well for driving and that game had one of the best immersion rates for an open world game, unfortunately, at a huge coast to freedom with a lot of railroading.
Number 10 - one of the reasons why I always put on subtitles, oftentimes dialogue is getting quieter, when you continue to explore and move away from a npc speaking. That way I at least get the chance to get all the information.
Hey, whatculture, have you NOT played any of the Yakuza games? Those have the best video game drinks.
Me:
Other Bandit: huh? Must be my imagination.
About right.
I've seen people in Skyrim drinking with their ears
In GTA 5 people stop talking then repeats the last word when you’re driving if you crash
To help with number 10, I usually put voices up to 10, sound effects to 8, and music to 6, this help a little when the voices are louder than the action and music but just being distracted fighting is enough to miss out on the dialog
Man i love that atv game that sends you flying 1000s of miles away when you reach the invisible wall. I drove there on purpose so. many times
2:50 That's my favourite feature. In Battlefield V, in the desert campaign, you can literally pick off their mates in front of them. They all get excited for about 2 minutes and then go around stepping over the bodies and not being particularly bothered about it. Hilarious.
Other than instances where you're locked inside some sort of sealed structure (cave, building, etc..) then invisible walls are inevitable. Doesn't matter how creative you get, the underlying issue is there. Your character just all of a sudden turns into a moron who can't climb/jump/run/etc... to bypass whatever it is the game is using as it's boundary device.
Highlighting areas where you can climb/hang/etc.. is also a bit ridiculous to gripe over. Do I want to potentially die 5x before I find the right place to jump to in Tomb Raider? No, I definitely don't. Does this system accurately reflect real life? No, but at the same time it's more conducive to an entertaining and enjoyable gaming experience than the alternative.
These aren't things they CAN'T get right, these are things that (regardless of whether you complain about them or not) you almost certainly don't WANT them to get right, because if they were done "right" it would be at best irritating, at worst enough to make you hate a game.
Also I feel the need to point out the fact that a large number of games have independent volume adjustments for things like voice/music/sound effects/etc..
People enjoy trial and error gameplay in Dark Souls-like games... but somehow, actually dying on hard jumps or by falling into pits in Tomb Raider is bad? Come on, it's how we played the original games.
So when one character talks over another do you know where the sound setting are for that? Or when you change a game language and the voice volume is not at the same base line as the original language so you basically have to put subtitles on. Independant volume doesn’t help with those problems sure I can put the voice volume higher for the latter but the first just gets loud without getting better
Goldfish actually have a memory span of up to a month. Them having bad memory was only a myth
10: Every time I start a game I go into the settings and turn down all audio options except voice. This way that doesn’t happen.
You still get distracted a lot by action. That's why I prefer dubs to subs in Japanese games, I can't be expected to read subtitles that explain the story in a middle of the combo! xD
Kasumi Gaming O rarely play japanese games, i was bisically just saying i make the voices louder than the action. And yea, I usually prefer Dubs as well in general, (notable exception being Jojo’s bizarre adventure.) but in games i CAN NOT STAND now being able to get it in english of it’s a game where my eyes will probably be distracted by something else.
I hate when there’s a bunch of things to explore but you accidently walk into a cutscene or battle area and then get locked out of going back and have to restart and meticulously avoid that area. Looking at you, Astral Chain.
Easy Fixes:
Not secure Conversations
Made them in Cutscenes, the Background has an temporal AI Shutdown by freeze the Background or Stop AI and Movements.
Alpha Walls
Integrate them into the Game, by adding Fences, Clifs, Buildings and other Obstacles, who can't be climbed
How about how when they open a book they always seem to open it right in the middle and on the right page.
Though you could argue that's not just a video game trope as I see that in cartoons and movies all the time as well.
I always open the book on the right page, this is pretty normal
@@smuglord5057 well they'll be doing a thing where they are acting like it's the first time they ever even heard of the book they are about to read and dont even bother with the first half of it. And immediately get the information they need due to plot convenience.
@@pellet1167 I get what you're getting at, but think of it this way would you rather watch your character take 10-30 mins reading a book while you just sit and watch them, or for them to get on with their lives/plot.
The act is weird but its just a general action that doesn't really take you out of the immersion that much and is generally something one can overlook.
That or there's a bookmark in place already, which could actually be the case sometimes, if it were a book stolen by the heroes from the villain, and they are trying to figure out what the villain is doing.
@@smuglord5057 I don't have a problem w it. But as a kid it bugged the crap out of me once I noticed it.
But to the bookmark thing, this is a scenario where it fails,
"This book has been sealed away for thousands of years"
*Main character opens book to the page directly in the middle of the book*
"Oh hey, I found out what we need to know to do the thing that we couldn't do before"
*everybody celebrates the convenience of the invisible bookmark that was placed in the ancient book of curses*
there are creative ways around it... like, show a fade, time passing by. Can be as simple as having characters open first pages, then in next camera cut, being in the middle, which would imply the passing of time.
(Video starts with "Suburban Commando")
"No way!..."
"Way!"
for the first one. about talking during combat. i just turn up voice volume and turn down everything else by about 3 points.
About the thing with the water. The reason why Oceans are simpler to do than a glass of water is because most of the times the ocean is a plane object with an animated displacement map. To have realistic water flowing animation into and out of a glass would require realtime fluid simulation and simultaneous meshing of those particles. The mesh also mostly ends up being very high poly, so it is quite taxing on a system.
What about the way doors open the same way regardless of if your walking in or out a building?