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Showing results for tags 'interactionimmersion'.
(When I was playing Fallout 2 I remember thinking: "cool, I'm going to get a car sometime. Will I see it move?" I knew the answer would be negative, but I enjoyed wondering. In BG1 I was very glad whenever I saw any animation, as small as it was, but watching a video of a flying Wyvern only to find out it had go around the lake to attack my party. PS:T had some few but awesome animations. IWD had a few animations at the ending, and the fact nothing in Nature moved because all was frozen served as an acceptable excuse. In BG2 there were some improvements, but most of it was static too. Then IWD2 showed a lot more things moving and more big size puzzles, and I wondered if the Infinite Engined could be tweaked so we could get more from it. But then there was Lionheart and nothing more.) I'm very glad this game will be isometric and use pre-rendered art, and I am aware it's not easy to blend 3D animated elements and physics into static "paintings", but come on, almost 10 years have passed... I believe the stillness of pre-rendered graphics was a technical limitation and not an aesthetic option. Pre-rendered isometric games are great because they have a closer relationship with old book and board games but, other than that, I think designers and programmers should be completely free to develop a more interactive experience. I find this very important for the immersion factor. Black Isle games have always had a great atmosphere, the lighting and weather was fantastic and I hope Obsidian's attitude won't be "going back to the RPGs we loved" but "pushing the RPGs we loved to the possibilities of 2012 technology". There's a lot to learn about this on games like Commandos 1, 2 & 3, Robin Hood: the Legend of Sherwood (impressive physical engine!) and Desperados.