

How can they Improve Sense of Scale in MWO?
#1
Posted 04 November 2012 - 11:46 AM
Anyone else have any ideas of ways they could make these Mechs seem as big as they should?
#2
Posted 04 November 2012 - 11:55 AM
A map where the scale works for me is River City. Since there are many RL-familiar buildings and assets which gives the player the 'mech feeling'.
Or the mining area on Forrest Colony.
Where the scale IMO does not work at all is on Frozen City since there is no real common flair with it. It's just a white map. With grey blocks.
And the buildings on Caustic Valley do not work as well regarding immersion.
-> Not the kind of builidings the average gamer is familiar with in RL-> can't judge the dimensions and the 'mechish' POV.
What is missing IMO in MWO?
Roads, wrecks, signs etc - stuff a player is familiar with in real life and from common FPS.
"Oh, now I look down on this and that and I am on one level with that roof over there. Ok, I am in ~10m height!"
Edited by Ragor, 04 November 2012 - 11:57 AM.
#3
Posted 04 November 2012 - 12:13 PM
#4
Posted 04 November 2012 - 12:19 PM
#5
Posted 04 November 2012 - 12:20 PM
Karyudo ds, on 04 November 2012 - 12:19 PM, said:
LoL remember Torok 2 seeds of evil? I remember shooting the birds in the first level, so much fun.
The thing is if they add all those extra polygons the game will run worse.
Edited by Gunghoe, 04 November 2012 - 12:25 PM.
#6
Posted 04 November 2012 - 12:26 PM
#7
Posted 04 November 2012 - 12:28 PM
#8
Posted 04 November 2012 - 12:32 PM
#9
Posted 04 November 2012 - 12:40 PM
Incidentally, is it just me or is the MWO Frozen City map rubbish compared to the others? It doesn't look remotely convincing to me. Why does a city have only large square blocks without any detail? I hate it.
#10
Posted 04 November 2012 - 12:41 PM
srsly tho, I think it has something to do the focal length.it seems that the world lacks depth.
Edited by J4ckInthebox, 04 November 2012 - 12:42 PM.
#11
Posted 04 November 2012 - 12:42 PM
Dakkath, on 04 November 2012 - 12:26 PM, said:
I think they're smaller than that, aren't they? From hazy MW4 memories I had in mind that an Atlas was about 13 m tall and things like a typical heavy mech nearer 10 m. Still pretty huge, mind

#12
Posted 04 November 2012 - 12:43 PM
Quote

It may be the other way around,then. the buildings are too small !
#13
Posted 04 November 2012 - 12:44 PM
RocketDog, on 04 November 2012 - 12:42 PM, said:
I think they're smaller than that, aren't they? From hazy MW4 memories I had in mind that an Atlas was about 13 m tall and things like a typical heavy mech nearer 10 m. Still pretty huge, mind

I got my data from Sarna.net. I think they're more definitive then the games, but who knows... haha

#14
Posted 04 November 2012 - 12:49 PM
I also remember from I think MW2 that helicopters would sometimes fly by and that you could shoot them down. Seeing a couple of scout copters come buzzing past would help with scale. Same thing with vehicles trying to drive out of the city.
River city could also do with some smaller boats docked along the water. Maybe one or two moored out in the big empty expanse of water.
Lighting is also huge. Imagine river city at dusk with streetlights illuminating points on the ground, neon billboards, flashing dock lights near the water side base. The snow map would benefit from some radio towers with slowly flashing on and off red caution lights (they wouldn't have to illuminate anything so performance impact would be almost nothing. The forest map would benefit from some lights on the mining base. It could also use some illuminated barges out in the water, or even marker buoys with slowly flashing lights (it is shallow water after all). With how dim the map is, it'd probably look pretty solid.
More animated elements would also be appreciated and would give a little more life to the maps. Cranes could be animated on river city, or even have a tanker slowly pulling away. Forest colony could have automated mining robots going about their business in the cave and against the cliffsides. The snow map could have some sort of power generators with spinning dynamos. They could also use these to add some color/light to the map, it *really* needs it. Calderra or whatever it is could have pumps going in the fields and around the crater, sort of oil derrick looking things. This would also break up some of the ugly, boring plains that you fight on there.
Finally wrecked buildings with multiple stories exposed would also give a much better sense of scale. Even some big holes blown in the towers in river city half way up would really add to the scale, and take away the sense of it being a series of boxes.
Anyway this is just some ideas off the top of my head.
-Accident
#15
Posted 04 November 2012 - 12:52 PM
#16
Posted 04 November 2012 - 12:52 PM
J4ckInthebox, on 04 November 2012 - 12:41 PM, said:
srsly tho, I think it has something to do the focal length.it seems that the world lacks depth.
Hmm, focal length actually could be a part of the issue. The depth of field in the game has been bothering me lately and there doesn't appear to be an option to turn it off. It's like when someone uses shift tilt photography to make a huge landscape look like a miniature.

Edited by Secundus, 04 November 2012 - 12:53 PM.
#18
Posted 04 November 2012 - 12:55 PM
-Accident
#20
Posted 04 November 2012 - 01:02 PM
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