Realism vs Fantasy?
I have really been thinking about a plot/setting to my own game. I really liked Deus Ex how things were very close to what we have now, as in technology, weapons, etc. I also just finished the demo of Heavy Metal FAKK 2, which I thought was pretty neat as well. It was more fantasy than reality, except the people and weapons.
Now which of the two do you prefer? Is it possible to have a perfect combination of the two? Where is the line drawn between fantasy and reality in games? Should my game take certain realistic elements and add fantasy to it, or would it be better to do something a bit more realistic?
Have you played Earthbound for the SNES? It contained a lot of neat ideas I thought for a reality-fantasy game. Personally I like an almost half and half mix. Right now I´m into steampunk stuff like Arcanum. When we play games we try to escape reality so we dont want too much reality in them. But we want at the same time to relate to the story if there is one and the game in general so we have to have some reality. I think it really comes down to personal taste because we all have different perceptions of the things around us and we all want to escape reality but at different levels.
Nobody can make this choice but you, Moe. In making it, you''ll lose some players and gain others. I like epic hard science fiction, with some science fantasy (warp drive, for example) thrown in. I tend to want to get away from the everyday world; and if I have to be in the everyday world, I want it to be pretty fantastical (Counter-Strike, for example).
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Just waiting for the mothership...
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Just waiting for the mothership...
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I am not peticularily asking about what setting I should use for my game, I would just like to know what kind of settings do you like, and why.
Thanks for the feedback so far.
Thanks for the feedback so far.
We call this "science fantasy." Most people like a good combination of sci-fi and fantasy, although there will always be die-hard realism freaks who might as well walk out their front door instead of playing video games. I don''t really understand the phenomenon myself.
Fantasy and reality are tied together using a layer called "plausibility." Basically, if the fantastic elements look like they belong in the real world, then you''re good to go. The developers of Half-life did this by making realistic levels with physically-believable aliens. It''s kind of surreal seeing things like that, and you want to pinch yourself to check if you''re awake or dreaming.
The best way to achieve plausibility is to explain everything realistically. Why does the dragon breathe fire? Why does the portal lead to another dimension? How did all these demons get here in the first place? If you can explain fantastic events in a realistic way, people will dive into it. The result is called "immersion."
I like Unreal Tournament. It''s a great action game, and I''m a sucker for fast-paced ass-whoopin''. But it''s also a great example of using plausibility effectively. No two levels in the game are alike, and some of them are downright bizarre (Fractal Reactor, anyone?). When you''re running around these maps with realistic weapons, blowing away the enemies who scream and bleed, you''re not questioning the believability of the maps. You''re just having good old-fashioned fun.
Sometimes you can use fantasy in the extreme to create a truly mesmorizing world that captures the player''s imagination (The Dig and The Longest Journey both did this extremely well with their beautiful worlds). By placing a believable, loveable character into an unbelievable setting, viola! The setting is now believable.
Fantasy and reality are tied together using a layer called "plausibility." Basically, if the fantastic elements look like they belong in the real world, then you''re good to go. The developers of Half-life did this by making realistic levels with physically-believable aliens. It''s kind of surreal seeing things like that, and you want to pinch yourself to check if you''re awake or dreaming.
The best way to achieve plausibility is to explain everything realistically. Why does the dragon breathe fire? Why does the portal lead to another dimension? How did all these demons get here in the first place? If you can explain fantastic events in a realistic way, people will dive into it. The result is called "immersion."
I like Unreal Tournament. It''s a great action game, and I''m a sucker for fast-paced ass-whoopin''. But it''s also a great example of using plausibility effectively. No two levels in the game are alike, and some of them are downright bizarre (Fractal Reactor, anyone?). When you''re running around these maps with realistic weapons, blowing away the enemies who scream and bleed, you''re not questioning the believability of the maps. You''re just having good old-fashioned fun.
Sometimes you can use fantasy in the extreme to create a truly mesmorizing world that captures the player''s imagination (The Dig and The Longest Journey both did this extremely well with their beautiful worlds). By placing a believable, loveable character into an unbelievable setting, viola! The setting is now believable.
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I like any setting so long as it is consistent with itself.
Some notable failures:
Midichlorians/Virgin Birth/Jar Jar''s clownlike actions in Star Wars Episode 1: The Phantom Menace
The rocket powered blimp in The Mummy Returns
Once you have established your setting, you need to stick to the rules of that setting if is it to maintain suspension of disbelief.
Some notable failures:
Midichlorians/Virgin Birth/Jar Jar''s clownlike actions in Star Wars Episode 1: The Phantom Menace
The rocket powered blimp in The Mummy Returns
Once you have established your setting, you need to stick to the rules of that setting if is it to maintain suspension of disbelief.
How about some suggestions for a plot? So far I have 1 idea that I wouldn''t mind doing. Here it is:
You are the test pilot of a new technologically advanced spaceplane that is cabable of space flight from a regular start like a jet. On the fifth run or so of this spaceplane, you are shot down over a small tropical island. As it so happens, it is a terrorist organization who was trying to capture the plane or at least the technology used in it so that they can equip it with weapons and use it to threaten the government for a large sum of money. It is up to you to stop the terrorists and track down the parts of the plane that were captured, and of course, find out who is behind this whole mess.
How does that sound so far?
You are the test pilot of a new technologically advanced spaceplane that is cabable of space flight from a regular start like a jet. On the fifth run or so of this spaceplane, you are shot down over a small tropical island. As it so happens, it is a terrorist organization who was trying to capture the plane or at least the technology used in it so that they can equip it with weapons and use it to threaten the government for a large sum of money. It is up to you to stop the terrorists and track down the parts of the plane that were captured, and of course, find out who is behind this whole mess.
How does that sound so far?
August 21, 2001 06:22 PM
Recently myself and a friend were discussing this ''real world'' vs ''fantasy world'' question. When he designs his games he likes to make them purely his own - that was he has total control as to what goes into them and doesn''t have people saying ''But that''s not like that!'' etc etc etc. He really enjoys coming up with new worlds and then filling the worlds with history, life, culture, etc (And he is damned good at it too). The trouble is, it''s a lot of work to design a believable, interesting and original world
I on the other hand opt for realism mixed with my own interpretations. I am currently designing a game that is set on present day Earth, but due to certain circumstances which I shall not mention, gameplay is spent seeing the world in distortion. Only occasionaly are there moments of clarification in which the world is seen ''normally''.
The problems with using real world settings is that you have to adhere to a certain structure. If you want it to be real you cannot tell people that the leaning tower of Piza is in New York. In light of that, though, using a real world setting provides you with a template that dates back some few hundred million years ... a lot of ground to play with.
Your plot sounds intriguing, if not a little over-done. What type of game are you thinking of doing? Adventure, FPS, Strategy, etc. I am an avid lover of ''old school'' adventure myself, but those three types I mentioned would fit quite well.
FPS: You start out with your service pistol, standar combat knife and your hand held gps. First objective: Better equip yourself. Second objective: Kill everything that isn''t on your side.
Adventure: Using intelligence, logic and an intense storyline filled with vibrant characters you provide an itneractive story with your players. As the game continues, solving puzzles and asking the correct questions slowly unravels the plot to reveal an extremely twisted ending that leaves you shocked and waiting for a sequel.
Strategy: The Jagged Alliance series comes to mind here. A turn based game that involves ''Taking back the island by force''. Recruit people loyal to the cause, build a small army of 3 or 4 ''elites'', add in turn based strategic combat and also throw in an intriguing story. It''s a great type of game and if you want more info on it, go and get any of the Jagged Alliance series (there are four).
That''s my input ... hope it gives you a little insight
I on the other hand opt for realism mixed with my own interpretations. I am currently designing a game that is set on present day Earth, but due to certain circumstances which I shall not mention, gameplay is spent seeing the world in distortion. Only occasionaly are there moments of clarification in which the world is seen ''normally''.
The problems with using real world settings is that you have to adhere to a certain structure. If you want it to be real you cannot tell people that the leaning tower of Piza is in New York. In light of that, though, using a real world setting provides you with a template that dates back some few hundred million years ... a lot of ground to play with.
Your plot sounds intriguing, if not a little over-done. What type of game are you thinking of doing? Adventure, FPS, Strategy, etc. I am an avid lover of ''old school'' adventure myself, but those three types I mentioned would fit quite well.
FPS: You start out with your service pistol, standar combat knife and your hand held gps. First objective: Better equip yourself. Second objective: Kill everything that isn''t on your side.
Adventure: Using intelligence, logic and an intense storyline filled with vibrant characters you provide an itneractive story with your players. As the game continues, solving puzzles and asking the correct questions slowly unravels the plot to reveal an extremely twisted ending that leaves you shocked and waiting for a sequel.
Strategy: The Jagged Alliance series comes to mind here. A turn based game that involves ''Taking back the island by force''. Recruit people loyal to the cause, build a small army of 3 or 4 ''elites'', add in turn based strategic combat and also throw in an intriguing story. It''s a great type of game and if you want more info on it, go and get any of the Jagged Alliance series (there are four).
That''s my input ... hope it gives you a little insight
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