Open Menu
AllLocalCommunitiesAbout
lotide
AllLocalCommunitiesAbout
Login

Splinter Cell designer says “one of the difficulties with modern stealth games” is realistic lighting, as environments are now so much “harder to read”

⁨195⁩ ⁨likes⁩

Submitted ⁨⁨4⁩ ⁨days⁩ ago⁩ by ⁨cybercafe@lemmy.world⁩ to ⁨games@lemmy.world⁩

https://frvr.com/blog/news/splinter-cell-designer-says-one-of-the-difficulties-with-modern-stealth-games-is-realistic-lighting/

source

Comments

Sort:hotnewtop
  • Sanctus@anarchist.nexus ⁨4⁩ ⁨days⁩ ago

    You just dont have to do that? You can change the lighting so it is more informative for a stealth game rather than have it be realismmaxxed for no reason.

    source
    • EncryptKeeper@lemmy.world ⁨4⁩ ⁨days⁩ ago

      Yeah a big trend right now is indie games made with what is basically PS1 graphics. Having more tools for better graphics and lighting does not at all mean you have to make your game look a certain way.

      source
      • YellowParenti@lemmy.wtf ⁨4⁩ ⁨days⁩ ago

        I love the look of cel shading. Make a stylistic art choice. Hell, make it pixelated. Idc of i can count the stitching on the clothes.

        source
    • binarytobis@lemmy.world ⁨4⁩ ⁨days⁩ ago

      Honestly games focus so much on unimportant nonsense to keep the feeling of realism, then you clip through a wall and see your character’s teeth from the inside.

      source
      • MajorasTerribleFate@lemmy.zip ⁨4⁩ ⁨days⁩ ago

        Had a nice giggle, thanks

        source
    • VindictiveJudge@lemmy.world ⁨4⁩ ⁨days⁩ ago

      Or make lighting less of a factor in detection. Line of sight only worked just fine for Dishonored, and Assassin’s Creed used to have a fantastic social stealth system.

      source
      • RightHandOfIkaros@lemmy.world ⁨4⁩ ⁨days⁩ ago

        No. Light was like, the primary stealth mechanic of Splinter Cell games. Well, the good ones anyway.

        Thats like saying “Just make Sonic slower.” Its literally the main mechanic of the game.

        source
        • -> View More Comments
      • ProdigalFrog@slrpnk.net ⁨4⁩ ⁨days⁩ ago

        As a thief fan, Dishonored’s stealth system felt terrible in comparison.

        source
  • justdaveisfine@piefed.social ⁨4⁩ ⁨days⁩ ago

    This is a peak AAA problem. The need for ultra high fidelity realism clashes with the need to make the actual gameplay.

    Maybe they need splashes of yellow paint to show where the stealth area is.

    source
    • pivot_root@lemmy.world ⁨4⁩ ⁨days⁩ ago

      They also need red vision cones to show where the un-stealth area is.

      source
  • Endymion_Mallorn@kbin.melroy.org ⁨4⁩ ⁨days⁩ ago

    Stop worrying about realism!

    source
    • northernlights@lemmy.today ⁨4⁩ ⁨days⁩ ago

      Right? I play games to escape reality anyway

      source
  • echodot@feddit.uk ⁨4⁩ ⁨days⁩ ago

    It’s called art direction. It’s a game if you don’t want to do realistic lighting that’s fine you can do what you want.

    source
    • RightHandOfIkaros@lemmy.world ⁨3⁩ ⁨days⁩ ago

      But then they would have to alter the default Unreal 5 lighting settings and that’s is WAY too much work for modern developers.

      source
    • ivanafterall@lemmy.world ⁨3⁩ ⁨days⁩ ago

      Realistic lighting is kind of a big Splinter Celling point, though. The original and Chaos Theory blew my mind.

      source
  • ChicoSuave@lemmy.world ⁨4⁩ ⁨days⁩ ago

    In a world where game designers decided “yellow” means “climb here”, it seems crazy that a stealth game can’t be made with better lighting and textures because it becomes readable. That’s the point of stealth.

    source
  • Baggie@lemmy.zip ⁨4⁩ ⁨days⁩ ago

    Chaos theory still looks amazing, and that was on the unreal 2.5 engine with hugely prebaked lighting. Just legitimately do that again.

    source
  • cheat700000007@lemmy.world ⁨3⁩ ⁨days⁩ ago

    This is why we have the yellow paint epidemic

    source
  • ampersandrew@lemmy.world ⁨4⁩ ⁨days⁩ ago

    There are two really good examples of how to represent that from the past two Splinter Cell games. I’m not convinced it got any harder from this explanation.

    source
    • P1k1e@lemmy.world ⁨4⁩ ⁨days⁩ ago

      It definitely didn’t. The lighting doesn’t need to be AMAZING when you can literally add a light blue bloom to the edge of the screen to simply express that you’re hidden.

      Theyr all just out here tryna make me buy a new video card. Ain’t happinen slick

      source
  • Katana314@lemmy.world ⁨3⁩ ⁨days⁩ ago

    This is one of the critiques I have of modern shooters, too. In Quake 1, if you run into a tough baddie, you can duck around the corner, and bank a grenade off the cement wall, and hit his giant, blocky hitbox. In Modern SciFi Shooter 27, you duck around the corner, and try to shoot a grenade at the upturned market cart that served as the corner barrier, and it bounces away with an odd angle, then misses because the creature you found has elaborate animations, thin limbs, and a thinner hitbox.

    Part of why the boomer shooter genre has largely devolved in graphics.

    source
  • Kolanaki@pawb.social ⁨4⁩ ⁨days⁩ ago

    It’s not any worse than what we had for the OG Splinter Cell except when the developers make it way too damn dark. Hollywood has a similar problem with a lot of modern movies.

    source
  • brsrklf@jlai.lu ⁨4⁩ ⁨days⁩ ago

    Oh sure, a genre that got on the radar with a 1987 MSX game, one that became what it is partly because of hardware limitations, is impossible to do nowadays because “now we can do realism”.

    Talk about creating problems for yourself.

    source
  • SkunkWorkz@lemmy.world ⁨3⁩ ⁨days⁩ ago

    Then just keep the lighting consistent and don’t adjust the camera exposure when players move in and out of light and dark areas. Consistency is key.

    source
  • zr0@lemmy.dbzer0.com ⁨4⁩ ⁨days⁩ ago

    What? As if with global illumination there are no hard shadows. If you walk around when the sun is shining, guess what type of shadow you have? So the solution is to only create levels with few, bright light sources so that hard shadows get cast.

    source