savedbygrace 2 Posted March 27, 2006 I agree with Chunder. Graphics is a must to create the right ambience but that's not what keeps you coming back. What sold me was the freedom of completing each mission without feeling as though I am being herded into a cattle gate with little control. Another important factor is the awesome ability to download addons, mods, missions, etc. and have class gents such as the ones that troll these forums to hit up for advice. One aspect that would greatly increase the realism Chunder mentioned briefly, was the presence of streams and creeks in the proper locals wether dry or flowing and the ability for the AI to interact with the water in every way. Hopefully these attributes will appear in AA as well as OFP2. Share this post Link to post Share on other sites
jtec 0 Posted March 27, 2006 I assure you that gfx do play a part in making a simulation work. A simulation is based on simulating real life, so real looking vehicles need great gfx and effects. I know for a fact that the game would do poorly if the gfx were not updated or not up to a certain standard people expect today. I know its gonna be a looker tho Share this post Link to post Share on other sites
thrush213 0 Posted March 28, 2006 actually we do need the eye candy(otherwise we'd just continue playing resistance)...shut up and don't ruin it for us!!! Share this post Link to post Share on other sites
savedbygrace 2 Posted March 28, 2006 Have they already completed AA and OFP2 and just looking for a backer? I'm clueless on how it all works(the Gaming Industry that is) and am curious if AA and OFP2 are both created by BI. If so, how different could they be? Disregard this blabbering, I found a thread on this topic.Sorry. Share this post Link to post Share on other sites
maxqubit 1 Posted March 28, 2006 Of course the bloody gfx matter. Jeez, it is for a large part the gfx which influence your brain in thinking that you are really there ... I'm always struck by the immersion induced by OFPE ... much more then the wow gfx of say 360/GRAW ... Now, why is that? Imho it is because the gfx are believeable. Modeled sky and waves are more important then fantastic textures but unreal waves. And a believable balanced world helps a lot. In OFPE the BALANCE of gfx, sound, physics and AI create the immersion. In GRAW i don't see a balance, so not a lot of immersion for me there. In OFPE i see the enemy in the foggy distance, looking up to the sky i see my fav constellation Orion, while some bees or whatever hum around me. A chopper flies over and lands near the town ... it is all believable. Gfx play a major part in it but it all has to have a balance. Things like snow which stays and leave footprints would even improve the immersion. Mind you, the footprints don't have to be perfect but they have to be there ... that imho is the key to immersion. To end this too long thingy on my fav game:) ... that's why dead soldiers should stay around just lying there. Not the GRAW shit. Just dead bodies. Check the 'Le Port' vid ... it's only dead bodies ... it is immersion to the max:) Share this post Link to post Share on other sites
savedbygrace 2 Posted March 28, 2006 To highlight, insects and other faint sounds add tremendously to the ambience of immersion. They are easily tuned out by battleready focus but powerfully overwhelming when noticed. I have literally caught myself glancing about for the location of the flies or voices. They help the soldier maintain his awareness and prevent his tunnelvision and at the same time, glancing about can get you spotted. Something so simple to add is so easily overlooked. Sad Share this post Link to post Share on other sites
benreeper 0 Posted March 29, 2006 There's an area on Kolgajev, in the mountains, that the first time I went there, I stopped my vehicle, and noticed the strange whirring of wind. That sound is so cool and only there. I never would have noticed it if I was'nt exploring. For a second, it felt like I was really there. --Ben Share this post Link to post Share on other sites
GBee 0 Posted March 29, 2006 Playing OFP:E I've noticed the wind a lot more than I ever did playing OFP, but I'm not sure if wind sound effects are actually used more in OFP:E. Of course OFP:E includes motion due to wind in trees, bushes and grass which OFP never had. There is a correlation between height and wind. Climb even a small hill in OFP:E and the wind seems to get stronger. It has an amazing effect on immersion, I'm frequently reminded of hiking in the remote areas of the UK. Share this post Link to post Share on other sites
maxqubit 1 Posted March 29, 2006 Yeah, the immersion, way cool! Ok, OT, but anyway. I have this early morning mission where you start on a barren little island, take a BTR and perform a landing. Now on the island there are weapon/ammo crates and some fires to light the place. The wind is (seems?) cold and the sea around is dark and rough. Clouds pass by, sometimes you see the moon. When i start this co-op mission you just think 'Where is the coffee?' ... just drink hot coffee first and then onwards with the mission. To have this thought that you actually miss to have hot coffee around ... just amazing! :) Share this post Link to post Share on other sites