I don’t even understand how they’re yucking it up this hard. I guess it’s the AI-upscaling and the raytracing lighting stuff on the grounds of that’s the newest thing? Why is everything in STALKER 2 so hard to see?
Something I hate is how game designers don’t realize we don’t have all of our senses in use when playing games. For example, you can close your eyes and then touch your nose with your right pinky no problem. This is because one of your senses is knowing where all your parts are. You don’t have this in video games. If you spin around in a circle in a first person game, you don’t know where your limbs have gone. You don’t have a literal sense to tell you they’ve moved.
So when some dumbass designer thinks they’re adding immersion to their game by eliminating all direction indicators, then turning up the mudcore dial to 22 out of 10, their game is unplayable because it’s too disorienting. Realistic graphics don’t matter at that point because you don’t have realistic sensory input. Good designers realize this and understand why visual clarity is important. Players can’t rely on their sense of direction, or sense of timing to know where a sound came from, or what the ground is like beneath their feet.
god I miss having things like visual clarity in games
deleted by creator
I don’t even understand how they’re yucking it up this hard. I guess it’s the AI-upscaling and the raytracing lighting stuff on the grounds of that’s the newest thing? Why is everything in STALKER 2 so hard to see?
Something I hate is how game designers don’t realize we don’t have all of our senses in use when playing games. For example, you can close your eyes and then touch your nose with your right pinky no problem. This is because one of your senses is knowing where all your parts are. You don’t have this in video games. If you spin around in a circle in a first person game, you don’t know where your limbs have gone. You don’t have a literal sense to tell you they’ve moved.
So when some dumbass designer thinks they’re adding immersion to their game by eliminating all direction indicators, then turning up the mudcore dial to 22 out of 10, their game is unplayable because it’s too disorienting. Realistic graphics don’t matter at that point because you don’t have realistic sensory input. Good designers realize this and understand why visual clarity is important. Players can’t rely on their sense of direction, or sense of timing to know where a sound came from, or what the ground is like beneath their feet.