Environmental Destruction

Back in the 2010s this was all everyone talked about as the future of games. Fully destructable levels and so on. Now we can't even blow up a hot dog stand. What went wrong Gankerros?
Aside from Teardown which was great fun it's been slim pickings for us.

  1. 2 months ago
    Anonymous

    I remember playing AoE3 and the cannons blowing individual pieces off the buildings and ships and I thought it was the coolest fucking thing ever. Maybe it got co-opted by Nvidia pushing ray tracing instead.

  2. 2 months ago
    Anonymous

    Too much work for the developers.

  3. 2 months ago
    Anonymous

    BF BC2 destructible buildings/environment was such a core reason for why the game was so fun. Some moron sniping from a building? Uh I'm going to blow it up lol.

    • 2 months ago
      Anonymous

      Hell yes! It was super satisfying. Just turn a tank towards his window and send a big ol fuck you.

    • 2 months ago
      Anonymous

      More importantly the trees weren't indestructable, loved deforesting areas.

    • 2 months ago
      Anonymous

      toned it down for GAMEPLAY reasons. all the houses would collapse on each other. Ironic, and thats why bf3 and bf4 feel so flat.

  4. 2 months ago
    Anonymous

    the industry is more concerned about graphical fidelity. you could make a game like this, but all the physics and individual objects gets very resource intensive. corpos are all about cost/reward. they prefer to make a hyper realistic game where you can't destroy a mailbox than to sacrifice the graphics to let you breach a building dynamically by demolishing random walls and windows.

  5. 2 months ago
    Anonymous

    They realised the general population (as gaming became too popular) don't care about technological advances or intelligent AI etc. They only care about shiny graphics and somple gameplay.
    It's the same with popular music. If you follow the pop music from early 90s to this day you'll see how it has regressed to the bare minimum.

  6. 2 months ago
    Anonymous

    No idea why (outside of performance) but I really want the next step to be fully explorable and destructible environment.
    It makes too much sense.

  7. 2 months ago
    Anonymous

    teardown is shit though, has even worse destructions physics than red faction

    • 2 months ago
      Anonymous

      shut up you depressed fgay

  8. 2 months ago
    Anonymous

    Teardown is amazing, the methodical terraforming to facilitate a getaway route and the 1 minute execution feels like something very few other games ever did well

  9. 2 months ago
    Anonymous

    Destructable environments is one of those things that seems like a no-brainer on paper but becomes a giant fucking headache to implement in practice. How do we design the level around it? How do we build the art assets? How much memory do we dedicate to both? How does it relate to the games genre and what interactions should be feasible and under what circumstances? Do we balance the game around it or just make it an extra feature? And most importantly, does it make our game more fun or less?

    I applaud developers that do it well and have it be something more than a seldom used gimmick, but I also understand why it's not a priority for most studios.

    • 2 months ago
      Anonymous

      >How do we design the level around it?
      It's very simple, you design the level as normal, and then you make it all destructible, at least in the sense as to what you could really destroy in rl with the weapons or tools you have.
      BF BC didn't worry about designing the maps so you'd still have cover or objectives would still be safe from cheese as the destruction ramped up, it gave you the sandbox almost, and said have at it.

      • 2 months ago
        Anonymous

        They didn't though. Yeah, you could blow up some buildins and turn them into rubble piles. But there was still a lot of places that would stay up no matter what, and they were usually placed the give spawn pointa some cover, otherwise every match would've just began with explosive spam, followed by two spawn zones sniping into eachother. People like you who pretend BC2 was a "totally destructive sandbox" obviously didn't play much of it.

  10. 2 months ago
    Anonymous

    Was hard to scale beyond the degree of it you had, like, 10-20 years ago. Teardown makes massive visual and stylistic sacrifices just to make the premise work mostly how you'd imagine it should, and even then it's still got tons of wonky parts. Designing games to go all-in on premises like environmental destruction is unduly hard, in other words.

  11. 2 months ago
    Anonymous

    To hard to do on consoles.

  12. 2 months ago
    Anonymous

    That new The Finals game from the ex-DICE devs looks pretty good destruction wise

  13. 2 months ago
    Anonymous

    >Red Faction
    >Teardown
    >Silent Storm
    >Mercenaries
    >Just Cause
    >Noita
    >Bad Company 2
    What else?

    • 2 months ago
      Anonymous

      >Silent Storm
      >hear foorsteps from above floor
      >fire a panzerschreck at the ceiling and two enemies drop from the hole

      >enemy infested building
      >have machinegunners spray the walls into swiss cheese
      >or just tnt the walls and bring the roof down on them

      Funniest slavjank I've ever played.

  14. 2 months ago
    Anonymous

    Twisted Metal 2 and Vigilante 8 would like a word with you 2010 fags.

  15. 2 months ago
    Anonymous

    This game is fucking weird, it ran perfectly fine on my old 670 GTX but ran like absolute shit on both my 1080 and now my 3070ti.

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