

How can they Improve Sense of Scale in MWO?
#21
Posted 04 November 2012 - 01:08 PM
A big question is how much wiggle room they have to add extra stuff into maps. Little details are a big part of what will make you feel like you're in a big robot. I have to say that the current fog/grain/smoke isn't helping things either. There is very little contrast in the maps. Contrast can also give scale by leading your eye from one spot to another. Looking at a sea of blandness just flattens everything out.
-Accident
#22
Posted 04 November 2012 - 01:30 PM
Mech scale courtesy of Hartsblade
Relative to the environments, I'm not quite sure, as I can't really tell how many stories most buildings are - an Atlas should be about 5-6 stories high if it's 18m tall.
#23
Posted 04 November 2012 - 02:14 PM
I think one of the bigger problems is actually not object/model based though, I think it's color variation. And that becomes most apparent on Caustic and Frozen.
If you look at smaller natural terrain objects (hills, etc), you'll notice a lack of variation in colour. It's pretty uniform. As things scale up though, you can more easily identify gradient changes and see variations in structure/growth/material/etc.
To use a specific example, you can compare the terrain in Caustic. If you look at the Caldera in the center, then go towards the "3 Line", you'll see the ridge go down, join the valley with it's trees and then go back up again into a smaller pointed ridge. You'll notice there's some variation, darker spots, some much smaller ridges/bumps with a different texture, but that overall, it's all the same very limited colour palette. (I haven't had time to study it, what with be focused on shooting and all, but I'd guess it's a 4 or 5 main colour palette with some blending tones based on the neutral brown that's the primary colour, with mostly variation in value and not hue).
For most it won't be a conscious awareness thing, but your brain is so used to seeing more variation, the lack of variation will actually make things feel "flatter" and diminish the effects of scale. Effectively, by not having more colours, or vibrant divisions in terrain, you turn what's meant to be a mountain, into a hill. (An adjustment to this would be, as an example, using more red in the "3 line" ridge, using darker/black tones on the caldera top ridges and using a distinct hue base for the valley, with the flourish being having more geological effects such as a different "vein" of material running through areas, etc).
I've seen it in a lot of games, I like to call it, the "monochrome disease". I'm not sure why it's so common, but maybe it's a texture limitation thing? I'm not sure what the limitations of this engine are, etc, But, changing it wouldn't require much, if any modeling I believe, just some overlays.
I think it may actually have more effect than scale objects. Just a thought from a wannabe artist. =)
Edited by The Echo Inside, 04 November 2012 - 02:17 PM.
#24
Posted 04 November 2012 - 02:24 PM
Seriously speaking though the best map for scale right now is river city because of all the human sized objects scattered around it. Plus the more conventional looking buildings make more sense than the goofy block-housing on forest.
#25
Posted 04 November 2012 - 02:29 PM
-Accident
#26
Posted 04 November 2012 - 02:30 PM
#27
Posted 04 November 2012 - 02:30 PM
#28
Posted 04 November 2012 - 02:36 PM
#29
Posted 04 November 2012 - 02:42 PM
#30
Posted 04 November 2012 - 03:16 PM
Accident, on 04 November 2012 - 02:29 PM, said:
-Accident
*assumes static/pre-rendered lighting for the maps, since that's what it seems to be*
Hmm, interesting thought. I could see this working in an elevation based way, and on certain terrain changes, but not on others. And I have no idea if the engine would be capable of it, actually.
But, it could definitely help. With the air getting "clearer"/brighter/less coloured the higher you go, except in certain cases, like walking into the caldera on Caustic, where it would be getting "foggier"/darker/more coloured at the crest. And it would work for certain areas, like lakes (different lighting cast based on reflection/sky), and more uniform areas, like swathes of sand.
More localised effects may actually break immersion, than help it though. If there's no distinct source for the colour/light, it can create "pockets" of terrain, rather than a landscape. Things like clouds can create darker areas (but, then they'd have to have well defined skys, and likely some movement, which I'm rather sure are out of scope for games). And different materials/objects can cast some different hues based on their reflective properties/time of day/etc. But, anything more than that the effect would have to be very subtle (and maybe even then not work).
And right now, I'm not sure there's a lot to work with lighting variation wise, as the maps are rather dark/seem overcast. (Though Frozen and Caustic do seem to have a bit of schizophrenia in their sky versus ground lighting arrangements).
Of course, in a perfect world, variation in reflected light and terrain would be excellent.
@General
Don't underestimate the importance of immersion. Immersion allows people to build a connection with what they interact with. The balance/feature concerns are definitely a primary concern. But, immersion is what takes people from a flat "game" to being part of a "world". That emotional connection can make all the difference, especially to longevity.
#31
Posted 04 November 2012 - 03:22 PM
#32
Posted 04 November 2012 - 03:37 PM
@ Sandpit: Frozen City feels abandoned because it is supposed to be. No city ends up in that condition without being abandoned for a good while.
Edited by Nathan Foxbane, 04 November 2012 - 03:38 PM.
#33
Posted 04 November 2012 - 03:43 PM
Nathan Foxbane, on 04 November 2012 - 03:37 PM, said:
@ Sandpit: Frozen City feels abandoned because it is supposed to be. No city ends up in that condition without being abandoned for a good while.
That's my point. A few maps that didn't feel like they have been abandoned for decades might help pilots "feel" like they're actually in a living universe and fighting for people in their factions. I think it would just help get a little more emotional investment in the game as a whole
#34
Posted 04 November 2012 - 03:50 PM
So, a lot of detail is overlooked, e.g. on River city, there's billboards advertising MW:O literally everywhere.
#35
Posted 02 January 2013 - 09:06 AM
This is after netcode the thing that bugs me most. I blame the DoF and the textures for it (I like the DoF effect but it perhaps just isn't the right place for it?).
You really do not feel that you are really huge when you are in a mech. Some buildings don't even look like they are made for humans.
Look at this early trailer for MW5, which later became MWO:
The scale is much much better, than what we have right now. You really feel that you are in a city.
Edited by TexAss, 02 January 2013 - 09:07 AM.
#36
Posted 02 January 2013 - 09:27 AM
TexAss, on 02 January 2013 - 09:06 AM, said:
This is after netcode the thing that bugs me most. I blame the DoF and the textures for it (I like the DoF effect but it perhaps just isn't the right place for it?).
You really do not feel that you are really huge when you are in a mech. Some buildings don't even look like they are made for humans.
Look at this early trailer for MW5, which later became MWO:
The scale is much much better, than what we have right now. You really feel that you are in a city.

#37
Posted 02 January 2013 - 09:32 AM
Leetskeet, on 02 January 2013 - 09:27 AM, said:

I assume you did your other 2000 posts with as much or less content, right? At least contribute to the discussion. It's not like it's a two year old thread. We had like 4 patches since then.
@DCLXVI: Yeah I think they can do something about it. A lot of games have correct scale feelings and are able to make a detailed city/map where it just feels right. I agree it's not #1 priority, like netcode is but still, it's a big one.
Edited by TexAss, 02 January 2013 - 09:34 AM.
#38
Posted 02 January 2013 - 09:38 AM
In my opinion it feels like you have the size like around 30% of your mech, regardless which one you are piloting. And that is just way to big.
Edited by flirrr, 02 January 2013 - 06:31 PM.
#39
Posted 02 January 2013 - 09:40 AM
#40
Posted 02 January 2013 - 09:43 AM
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