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 No.26563

I think art designers run out of creativity when designing high level gear in games that don’t look out of place because they’d have to imagine that gear being functionally better than all the rest but don’t know what it would have physically that would suggest that so they end up making armour and weapon sets look absolutely ridiculous to make them stand out and you end up with the OP

My suggestion to fix this is just base weapon and armour progression to crafting so you can visualize what the gear should have and cap off how good gear can get

 No.26564

Game designers should be forced to work with physical models

 No.26565

>>26564
Or just study historical and HEMA armors for their projects. Limitless inspiration.
Also I remember that most armors in older RPGs like Morrowind and Gothic used to look more or less practical and grounded, discounting outliers like glass armor which always looked goofy as fuck.

 No.26566

>>26565
sabocat how do you manage to bring up morrowind in every thread

 No.26567

>>26565
You forgot Bonemold armour

 No.26604

I like impratical looking armors,and I'm tired of having to pretend I don't

 No.26619

>>26604
Based, dunno why people insist on grounded historical design when the devs never intended to do that in the first place. If they make realism a selling point then sure, otherwise it's pretty easy to accept they're taking some stylistic liberties to give armor sets a distinct character.

 No.26620

>>26604
>>26619
Most people like impractical, ornamental armors as long as they're not WoW-esque tiny head between gigantic shoulderpads armor. Functionalism enjoyers are the minority and we have very little representation.

 No.26621

File: 1677969695062.png (473.56 KB, 540x751, spikes.png)

>>26620
You WILL wear armor that impales you and severely restricts your range of motion and you WILL NEVER get fully 3D armor and you will be happy

 No.26624

>>26620
How the hell am I supposed to feel immersed or terrified in the slightest fighting some big dude wearing emo tier levels of overly edgy armour

 No.26625

File: 1677975203193.jpg (3.93 MB, 2701x2247, 63lxeehl1ukr.jpg)

>>26604
I think trying to judge quality of armor design based on practicality is silly. Like why should a fantasy video game stick to realism? What matters is how cool it looks, how it fits into the setting, and how it visual conveys information (i.e. picrel, you immediately can tell the character depicted is evil, inhuman, and in gameplay terms tough but slow).

 No.26626

>>26625
>why should a fantasy gave care about realism
By that dumbass logic why should writers give a shit about world building in fantasy games. Might as well retcon everything and bs the history and lore of everything in them

 No.26627

File: 1677979266373.jpg (298.02 KB, 1600x882, Turn_Around_Texture.jpg)

>>26626
Worldbuilding does not mean world has to be realistic though, but internally consistent. Again example from Warhamer, silly over the top armor fits into silly over the top setting.

 No.26628

>>26626
Games aren't supposed to be simulations and more realism doesn't automatically make a game better, plus a setting's internal consistency doesn't require the game to be realistic. Steam has a bunch of realistic, grounded medieval games and 99% of them suck ass because the gameplay is terrible.

 No.26632

>>26628
Kcd, gothic, mordhau, bannerlord, and chivalry have bad gameplay?

 No.26641

nothing wrong with unrealistic armors but a lot of higher-tier ones look hideous.

 No.26655


 No.26666

What hurts more about this than how goofy the armies look is how much less diversity there is

In real life there’s a multitude of variants and types of armours people wore throughout history that serves both mechanical and cultural reasons but in video games there’s typically a lot less diversity due to finding issues so not only do you get unrealistic or even hideous looking armour sets you also get a lot less to equip with a lot less variation between them

 No.33025

Still waiting for a game where the endgame armor isn’t some voodoo ultra dragonbone unobtamium but instead there is a system where buying second-hand or looting random armor and using it gives debuffs because they don’t fit the player properly, so the endgame armor is expensive and stronger because its tailor made for the character’s body.

A size system for clothing would be really interesting and that is only one of those reasons, maybe you play a creature that has four arms and it can only put on corresponding armor with either adequate space to hide your extra limbs or with extra sleeves. Some games have something along those lines already, but sizes of clothing or armor are completely ignored.

Imagine this, instead of developers being forced to push down prices of looted armor, making them unlootable from the enemies or even making those items underpowered for no reason at all just so that progression doesn’t go too fast for the player if they defeat a single strong enemy with good equipment they could make those pieces of armor clunky to work with because they are either sizes too big or too small causing them to be uncomfortable for the player body.

 No.33029

The worst sin of armor design if having no relation between form and function. Example from Dragon Age Inquisition: First photo is a light armor for mage (called Sentinel Plate), the second medium for rogues, and third heavy for warrior.

And kind of off topic, but I hate class restriction on how player character can dress. Like give it a stat requirement, or provide bonuses for specific playstyle, slapping on big red CANT BE EQUIPPED is so lazy.


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