tag:blogger.com,1999:blog-898703789069481101.post8407169137148218728..comments2023-07-08T06:28:16.989-07:00Comments on Mighty Vision: bullshotBroghttp://www.blogger.com/profile/14185464573529387638noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-898703789069481101.post-5519201404442601992011-05-03T02:07:54.865-07:002011-05-03T02:07:54.865-07:00Yeah, that's a good point! With a game like t...Yeah, that's a good point! With a game like that, there are "first impressions" throughout, as you visit new areas and find new stuff. I should put a disclaimer somewhere, "I write things that pop into my head while I'm buying groceries, not necessarily things that I think are correct."<br /><br />And yeah, polygon count IRRELEVANT, check out Proteus http://twistedtreegames.tumblr.com/ - it's a beautiful ambient exploration thing with lots of sense of wonder and very few pixels.Broghttps://www.blogger.com/profile/14185464573529387638noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-27861516452954286912011-05-02T22:36:27.588-07:002011-05-02T22:36:27.588-07:00I agree with what you're saying initially (yay...I agree with what you're saying initially (yay adom) but I don't think that means that graphics are only useful for the first impression.<br /><br />It really depends on the kind of game you're playing I suppose. Specifically, how much it leans on the side of game and how much it leans on the side of "interactive movie", but less specifically how important "ambience" (or feel, or something) is to the game.<br /><br />Morrowind was (for the time) super pretty, and that was super important, because the land being beautiful and strange and wonderous was delivered to you via the graphical quality. No matter how much we want it to, adom and games like it will never achieve that same feel.<br /><br />(Note here that I'm talking about art quality, not polygons per frame, which is another story entirely.)Anonymousnoreply@blogger.com