05-30-2007, 05:29 AM | #1 |
Member
Join Date: Feb 2006
Posts: 40
|
Game devs: Please support widescreen resolutions!
I'd like to send a request to all those adventure game developers who might stop by these forums. Now that widescreen monitors are becoming more common please try to ensure that adventure games released in the future support widescreen resolutions. Adventure games seem to be lagging behind the rest of the industry in this respect.
Just about every fps, rpg, mmog, rts released nowadays all support widescreen resolutions. Come on adventure game devs, more and more of your customers are switching to widescreen monitors. If you want to keep them as customers your games need to support widescreen resolutions. I give credit to Microsoft for recognising the increasing use of widescreen monitors by PC gamers. One of the requirements to label your game with the Games for Windows brand is that it must support normal 4:3 and also 16:9 and 16:10 widescreen resolutions. See the GfW technical requirements: http://msdn2.microsoft.com/en-us/library/bb173456.aspx Last edited by Kurufinwe; 05-30-2007 at 05:36 AM. Reason: Fix markup |
05-30-2007, 11:06 PM | #2 |
Writer-Designer
Join Date: Sep 2003
Posts: 927
|
Not so easily done if the game has 2D painted backgrounds or ones that have been pre-rendered.
__________________
Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
05-30-2007, 11:26 PM | #3 | |
I turn novels into games
Join Date: Jun 2004
Location: Scotland
Posts: 307
|
Quote:
It's an valid point though. My own game already uses wide scrolling scenes on 80% of backgrounds, so it should be possible to just say "show a wider portion of the screen." But many adventure games (including my own) prefer to set the screen resolution to 640 x 480. Can Windows just as easily switch to 800 x 480 on a wide screen?
__________________
Enter The Story: Classic novels as games |
|
05-30-2007, 11:59 PM | #4 |
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
|
Cripeys, are these kinds of AGs that far behind in their technology?!
__________________
platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
05-31-2007, 01:21 AM | #5 |
Writer-Designer
Join Date: Sep 2003
Posts: 927
|
It wouldn't be a Windows thing, it would have to be the game engine that handled this.
__________________
Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
05-31-2007, 11:05 AM | #6 | ||
Elegantly copy+pasted
Join Date: Jan 2005
Posts: 1,773
|
Quote:
Quote:
The technology is really quite advanced (not just AGS, but Wintermute and the other engines as well), and for 2D adventure game purposes not at all primitive.
__________________
Please excuse me. I've got to see a man about a dog. |
||
05-31-2007, 11:54 AM | #7 | |
Kung Fu Code Poet
Join Date: Mar 2006
Location: South Africa
Posts: 701
|
Quote:
When you are doing proper painting you are using brush strokes, your fill tool, your filter effects. You draw, you colour, you paint, you airbrush... not a pixel by pixel plotting. That's just daft. And if you want really decent art... you hand paint it and then touch up the scan in your image processing tool. Doing Beneath a Steel Sky in 1280x1024 resolution would have been no more work than doing it in the original 320x240 (or thereabouts) it originally came in. If anything, it's easier in a higher res since you don't have to stress so much about if edges are anti-aliased enough to look smooth and other such details.
__________________
http://www.screwylightbulb.com/ |
|
05-31-2007, 03:59 PM | #8 | ||
Elegantly copy+pasted
Join Date: Jan 2005
Posts: 1,773
|
Quote:
And I just said that you get four times as many pixels to paint, not that you had to paint them individually. However, it is true that the work to do backgrounds also increases. For one thing, when you get down to resolutions like 320x200 and (to a lesser extent) 640x480, pixel-pushing does become relevant, you can't just deal with paintbrushes, fills and filters any more if you want good results. Then you have stuff like objects to be picked up, which need to be painted in more detail. Or, as Dave Gilbert put it on the AGS Forums: Quote:
__________________
Please excuse me. I've got to see a man about a dog. |
||
05-31-2007, 04:38 PM | #9 | |
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
|
Gilbert also stated this:
Quote:
Commercial viability also depends a great deal on consumers' perceptions of a product of service, however informed or uninformed those perceptions may be. That many (mainstream? pop?) consumers' judgment of a film may be commensurate to that film's budget, popularity and reputation of acting cast and director, and ubiquity (advertisement and marketing), and to a lesser extent on the very wealthy studio that produced it, would naturally affect how successful that film could be critically and commercially. An indie film, one that cost $100,000 or less to make, most likely doesn't have the advantages that a multimillion dollar production with all the trimmings has and, of particular importance, can't afford the marketing, advertising, and media ubiquity, no matter how better it is than a blockbuster in some areas. Naturally it simply can't reach a wider potential audience than a blockbuster can. The audience that this indie film can reach most likely already knows about it, and that audience is decidedly tapped into the market already for this kind of film. Another important factor is the content. Many indie films tend to explore subject matter that is not necessarily palatable to those who'd rather see The Matrix or Harry Potter, with their respective popular narratives and technology fueled special effects. It's simply a difference in perception, taste, and thus, market. So to swing it over to games, it's possible that many people may associate a game with a 320x240 resolution - no matter how much love and care went into it - with lesser quality, simply on the grounds that it fails to keep up with current technology, especially in light of all these advances and the products that feature them - widescreen, high definition, 5.1 sound, etc. It's like trying to sell them an awesome AM transistor radio when they'd rather peruse all the MP3 players and video iPods. Not trying to put indies down, but just to put it in the light of reality.
__________________
platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
|
05-31-2007, 04:55 PM | #10 | ||
Unreliable Narrator
|
Quote:
Quote:
__________________
Squinky is always right, but only for certain values of "always" and "right". |
||
05-31-2007, 05:01 PM | #11 | |
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
|
Quote:
I mean, wouldn't you love it if suddenly The New York Times and a couple other high profile sources reviewed your indie game favourably and, because of that, a leading publisher offered to fund you and provide better technology as long as you kept intact your quality for which the media noticed your game in the first place?
__________________
platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
|
05-31-2007, 10:21 PM | #12 | |
Writer-Designer
Join Date: Sep 2003
Posts: 927
|
Quote:
__________________
Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
|
05-31-2007, 10:35 PM | #13 | ||
Unreliable Narrator
|
Quote:
Quote:
__________________
Squinky is always right, but only for certain values of "always" and "right". |
||
05-31-2007, 11:10 PM | #14 |
OB
Join Date: Oct 2004
Posts: 662
|
Low technology isn't really a good argument anymore. There are plenty of free tools that are on par with the big boys, and the free engines like Wintermute provide you with everything you need to make a solid adv. game. So, with the exception of your time and possible contract outsourcing, you can make a game for nothing if you use all free tools (the good ones, not just any old piece of open source crap floating around).
Engine: Wintermute or any of the other free engines (I'm partial to WME because of the 3D support) Paint programs and 3D: Paint.NET, The GIMP, Wood Workshop, Blender, Wings3D, fragMotion (this is $20 but contains many IMHO vital features), Inkscape (a program like Illustrator), Art Rage 2 (another $20 program..kind of like Dogwaffle only without the animation features and much cheaper...Dogwaffle is a great tool, though) Other: Inno Setup (installation program), Audacity (sound editor), Kristal Engine (sound editor), Virtualdub (video editor), Open Office (like MS Office) That's an entire production studio and if you got all of it, you'd be out $40 US. Lots more here: http://forum.dead-code.org/index.php?topic=998.0
__________________
The Disenfranchised™ - A Film Noir adventure series for the PC. Coming later. Last edited by Orange Brat; 05-31-2007 at 11:16 PM. |
05-31-2007, 11:21 PM | #15 |
Member
Join Date: Sep 2004
Posts: 89
|
Except talent...
|
06-01-2007, 12:03 AM | #16 | ||
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
|
Quote:
Quote:
You need to think more about what I said, you know. Or is your 'counterpoint' a by-product of your own psychology?
__________________
platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
||
06-01-2007, 12:18 AM | #17 |
capsized.
Join Date: Mar 2005
Posts: 5,534
|
Sure it's a factor. Video games have always been a product of the times they've been made in, some more, some less. Depending on how much a designer's vision was held back by either budget, talent, raw man power, time or well, indeed the technology available.
I think most developers, even those working on commercial games save for maybe the lucky ones at Valve and Blizzard have to work around some constraints of sorts. To figure out what these are and how to live with them, or better yet how to take advantage and do the best they can do *within* them. Trying to do the Peter Jackson* (his latter works that is) using a cheapo VHS camera and an epic set consisting of your granny's tulip garden seems a pretty ambitious thing to try. Likewise, knowing that you have to do good with 320x200 resolutions might also give ideas as to what you can do. And most of all: What you can't do. As for awesome retro esthetics (lowest poly count ever since "Quake", and it still looks AWESOME), check this. Ultimately, technology's a tool, no more, no less. It can severe limit what one can do, though... and a resolution of 320x200 pixels does limit what quality work you can do. But then, so does everything. * This is the last damn movie-games analogy I've ever used. Hopefully... edit: There are widescreen monitors?
__________________
Look, Mr. Bubbles...! |
06-01-2007, 12:32 AM | #18 | |
Kung Fu Code Poet
Join Date: Mar 2006
Location: South Africa
Posts: 701
|
Quote:
I remember pixel-painting in Deluxe Paint on my Amiga, and having to manually anti-alias lines etc. but the era that followed that one basically made it quite irrelivant to the artist. You just paint.
__________________
http://www.screwylightbulb.com/ |
|
06-01-2007, 12:44 AM | #19 | |
Kung Fu Code Poet
Join Date: Mar 2006
Location: South Africa
Posts: 701
|
Quote:
EDIT: Here's some concept artwork from our game. Hand painted, took the artist about 8 hours to do. I made up two versions... both are the same physical size, but one used 640x480 pixels, the other is a simulated 320x240, scaled up to be 640x480 for proper comparison. Why on earth would one want to use the smaller resolution? I can think of no good reason. They look even better at a higher res. Low res: Higher res:
__________________
http://www.screwylightbulb.com/ Last edited by jacog; 06-01-2007 at 01:03 AM. |
|
06-01-2007, 12:54 AM | #20 | ||
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
|
Quote:
Quote:
__________________
platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
||
|