quote: posture, gestures, and most importantly, the eyes
Exactly that is what should be aimed for. I know it''s unrealistic in technical terms, but if we focus on a one-on-one combat, we will have more options in graphics and speed etc. I think that the more a virtual object behaves like the real thing, be it by something like having the prey make a lifelike sound, the more real the virtual object, in this case an animal that functions as prey, will be. And the more realistic the animal is, the more sense of threath I will feel. Me, that is. I think I''ll be a minority, but I would prefer playing a quasi-realistic encounter with one virtual animal over anything out there.
Hm, now which do I prefer:
Play character and see moving objects. They look like green things, and I attack everything, so I press my mouse and attack it until its dead. Getting closer I see its a goblin. Once its dead, I take my loot and exp and go find more goblins. Need to kill 20 more to level up.
or
Play character and see moving objects. I can''t see what it is, so I move closer. I see that it is a [insert animal]. I know from these creatures that they only attack when pressured into a corner. I sidestep, giving it enough chance to pass by me. I''m almost past it now, but something must''ve startled it because I can see that its pose is now threatening. Its paws are a little closer to the ground, muscles tensed, its jaws show its big teeth as it gnarls. It must be preparing to jump at me. I bring up my [insert weapon] and try to slowly move away, ready for the leap that I know will come.
I''ve come to think that most games are trying to achieve too much in the quantative aspect. I''d like to see what could happen when a game is simplified to its basic element, then made perfect and only THEN carried over as a whole into a new generation, a different genre perhaps.
If we can get a real battle between one character and one animal going, then after that we should be able to perfect the character vs character part. And then we should be able to create a campaign style combat game using the same engine, but improving on speed and size.