• @blackstratA
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    91 month ago

    Can I ask who cares about this kind of thing? Why don’t they have more jobs for “making the games fun”? There seems to me to be a point where added realism is detrimental to fun, especially when resources are directed away from the fun.

    • SSTF
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      1 month ago

      That would be the game designers’ and game director’s job. The listing in the article is for a VFX artist, who is working on the visual side at the direction of the game director.

      Just screaming “make the game more fun!” at VFX artists is misplaced. These people are necessary on games, but unless it’s a small/single person team, they don’t have any hand in the game design mechanics aside from implementing what is coming from the director.

      Nothing in the job listing seems like it is looking for a revolutionary destruction system. That seems like flourish added by article. It looks like a much more mundanely written job listing for destruction VFX, which is a role that shouldn’t be surprising in any way in a military shooter.

      • Tony Bark
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        11 month ago

        Guess the headline shoulda been slightly better written to clarify.

    • @Hyphlosion@lemm.ee
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      51 month ago

      Bad Company 2 was fun as hell and it had lots of destructive environments. I’d argue that was part of the fun.

      • @blackstratA
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        21 month ago

        My favourite game is Just Cause 3 and it’s the same. But would it be better if it was more realistic destruction? No.

    • @REDACTED@infosec.pub
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      229 days ago

      But destruction IS fun. Especially after the round ends and you see a literal battlefield with half of the trees gone

      • @blackstratA
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        128 days ago

        Of course it’s fun. But is more realistic destruction more fun?

        • @REDACTED@infosec.pub
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          128 days ago

          I’m trying to come up with an answer any other than “well, yes”, because, well, yes. What I understand by realistic is “non-scripted, simulated”. Bad Company didn’t have that, the destruction there was fully scripted, especially houses falling apart, which were essentially animations, so it became predictable pretty fast.

          • @blackstratA
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            126 days ago

            From my experience this kind of thing was a solved problem over a decade ago - it was at least good enough by far.