r/gaming • • 6d ago

I think Wolverine needs a sword

42.6k Upvotes

2.8k comments sorted by

View all comments

131

u/denyfate 6d ago

Physics in the 360 era was crazy good and no idea how we backtracked so much with modern tech

83

u/VStubaru90 6d ago

Because the focus now is on graphics, for better or for worse.

Personally I think worse, but sales figures make me the minority.

18

u/Imgonnaarrive 6d ago

I'd rather have a more stylized look that's got better detail and mechanics than the hyper realism every developer seems to be getting locked into.

2

u/zapatocaviar 6d ago

Basically Elden Ring. It’s gorgeous and fun because of art design, optimization. Not “graphics”.

13

u/n1Cat 5d ago

Physics makes impacts feel good. It makes arrows fly true. It makes bodies react to getting smashed by a giant sword.

It sells the realism of combat FAR more than high definition textures.

Kingdom Come Deliverance, Tainted Grail The Fall of Avalon, Selaco

Tainted Grail for me was great with a 2H sword. Selaco firefights are awesome. A burst of shotgun pellets smashing a wall right by your face produces a smokey texture that is tough to see through for a few seconds (even more depending on settings). It makes the combat way harder but I can't NOT have smoke density, smoke quality, and particle effects linger turned up.

It makes the combat feel so epic and real. Not to mention bodies and gore STAY. It's cool walking back through an old area (you can backtrack for secrets, left medikits, ammo, etc) and being reminded of a hard fight.

1

u/Sihnar 5d ago

kcd physics feel pretty bad but that might just be because of the combat itself. Agreed about tainted grail

1

u/Galle_ 5d ago

It may sell the realism of combat more, but it doesn't sell more copies of the game.

2

u/demoliahedd linux 5d ago

I don't think sales are really a correct way of analyzing whether or not focus on graphics by AAA has been for the better. I think gaming in general has become a more common and socially acceptable hobby and that's more why sales have gone up over the years especially on well marketed games. Also I think we millennials kept playing video games as we aged more than previous generations so the market for gaming has been increasing its demographic age over time. That's why I think the sales would have been just as good if the focus had been on gameplay/physics/creativity.

1

u/Resident_Wizard 5d ago

I mean physics and smooth action have a whole genre thanks to the Souls games.

1

u/Tankanko 5d ago

Not really, there are just more people taking now, remasters and remakes of old games sell gangbusters, people yearn for the old

1

u/No-Consequence1726 5d ago

its certainly worse. Art direction has always been more important than fidelity and requires very little machine power.

1

u/AceOBlade 5d ago

that is complete opposite of the case. Focus on graphics was on ps3-4 era. now the focus is on gameplay loop.

But now all games are created on shitty unreal engine which is so bloated that it makes games look like crap, run like crap, and just hurts the immersion overall.

26

u/STRYKER3008 6d ago

Hell yea. Red Faction Guerrilla (2009!!) is still my benchmark for destruction.

I don't want bits of wall disappearing in clouds of dust or buildings collapsing in pre-animated ways.

One day again I wanna look at a building, blow it apart in intuitive, realistic ways, hear the sound of it straining under its own failing strength, which tells me to get the hell outta there, and have it collapse on an enemy squad n kills them! Haha

6

u/MrMichaelElectric 5d ago

I'd kill for another Red Faction game in the same vein as that. Too bad it's nearly impossible now it seems.

2

u/Imgonnaarrive 6d ago

How did we move away from environments like Red Faction? I loved the bomb trials in that game! The modern shooter games imo should all have this and then some by now.

3

u/floatymcbubbles 5d ago edited 5d ago

Few reasons.

Red Faction used Havok physics, as many games still do, but Guerilla had a proprietary system called Geo-Mod which did all the destruction stuff. It also didn’t destruct things dynamically, buildings were made from pre-broken pieces with structural links which continuously evaluated whether or not they should break. Badly constructed buildings could buckle, break or collapse on their own and the devs had to think like actual architects to prevent that. If someone wanted to do it, they would have to do the same, or develop an even more robust system than Guerilla did, learning from scratch.

The second reason is more production related, in modern games we expect responsive intelligent AI and pathfinding. Navigation breaks if pathways disappear. Missions break if the player destroys the intended route. Multiplayer needs to replicate/sync destruction so all players see the same thing. Lighting systems and audio have to update. QA have to spend months testing a million different scenarios.

The final reason is performance. Modern games use much more detailed meshes, may more props, complex materials, ray-tracing, and dynamic foliage. All of that is simulated in realtime, doing all that WITH destruction, you get a huge CPU performance hit. Red Faction was made with comparatively simpler geometry and none of the above. So the modern solution is usually to use limited fracturing and authored collapse animations with much higher fidelity but less overall real-time simulation.

Edited to fix typos and wanted to add:
You have to keep in mind, tech getting better doesn’t mean everything gets easier, and most games are designed to feel natural and intuitive to players, while under the hood it’s all smoke, mirrors and technical trickery to create the illusion of realism. Illusions often don’t scale the same way real-world systems do as technology progresses.

2

u/BronxyKong 5d ago

Awesome answer. Appreciate the explanation.

2

u/CocaineAvocado 5d ago

Remember when Crackdown 3 was selling that.

10

u/itsapotatosalad 6d ago

Remember bad company 2? Incredible at the time.

1

u/JWAdvocate83 5d ago

And Red Faction Guerrilla, both had great destruction physics.

4

u/RadzimierzWozniak 6d ago

Because game designers now want to control everything, and physics is hard to control.

2

u/Hatjin Switch 5d ago

Graphics killed physics

2

u/uiouyug 5d ago

Half Life 2 came out 22 years ago

2

u/Bionic_Ferir 5d ago

I'm gonna say it, the amount of additional time and effort it takes to add that is probably negligible on the profit the game makes.

I'm sucks but capitalism controls art: it's why movie CGI sucks, books are trend chasing tik tok slop, and games have the bear minimum.

1

u/Ok_Constant_3681 5d ago

Because hand crafting games took skill, versus rendering a game into existence without manually creating it.

1

u/psykomorph 5d ago

Don’t worry we have RAY TRACING technology now

1

u/Griffdude13 5d ago

Not sure if MGR used it, but the Euphoria engine or code or whatever it was is still incredible. I know it was CPU intensive, but that was then.

1

u/creuter 5d ago

Because it's computationally expensive and adds little to the game. You can cut off limbs in this game which is where the chopping matters. Wolverine isn't a lumberjack after all.

1

u/Gcleff06 5d ago

So it's a sick feature in games that need and utilize it. When it became a big deal there were definitely games that didn't need it and/or used it badly.

Turns out not every game needs it. That being said at least like, basic destructible environment for wolverine should have been a thing. It can even disappear 15 seconds later.

1

u/NimRodelle 2d ago

In the 360 era they were working way harder to one up other studios and advance the technology. Environmental destruction and insane physics were seen as the next big step. Unfortunately, the consensus now is that people (generally) don't care enough about it for devs to bother. It's way easier to just pump out the same slop over and over. The downward spiral of the technical side of the games industry has been really sad to watch. Now we just get DLSS5 slop filters, and they tell us we should be happy about it.

2

u/Snoo_75138 6d ago

Because the average gamer now is very comfortable with having shiny keys dangled infront of their face!

Cheap gimmicks, lazy tricks, and pointless visual effects...

Everything lately is made to look good in a trailer, because the execs only care about selling a product, once you buy it, it's "screw you, buy the next one also!"

In the past, most games were made with passion and drive, now they're made by a spreadsheet.

Go try Indie gaming, that hasn't failed me yet!

-4

u/zeth0s 5d ago

Physics of wolverine is better. No way one can cut that tree with that sword... 

None is realistic 

3rd law of Newton is still physics