More on Vanguard and world design

Not trying to vehemently bash Vanguard, just explaining better what I mean for decent "world design".

Since people say I'm deliberately picking horrid screenshots to ridicule Vanguard (the truth is that I picked those that illustrate better my point), here's a good looking one that still shows what I pointed out. A lack of world design. There's this bumpmap effect applied to all the terrain everywhere but it seems that the textures themselves are random noise patterns with a varied hue.

The lack of "world design" isn't the fact that there aren't many objects visible. But that those that there are, like the boulder, the fence and the tents, seem all completely estranged from the environment.

How would it look if there was an at least passable world design? It's not that hard. The lines (textures) between objects shouldn't look so definite. The areas around the tents should have probably used a different texture that shows there's activity in that place and the sand near the fence would surely look different. Since there's water, a possibility of high tide, along with the fact that the sand is soft, that big boulder would have likely sank more in the sand creating a hollow in the area, maybe even a small pond. And I also doubt that a cliff so close to the water would look like that and the same for the transition between the rock area and the beach.

EDIT: Credit to Jpoku for a much better "reading" of the scene (and this is a very good design lesson):

the connectivity is poor for whatever reason. It just doesn't feel as alive. The fence, gate's and tents look like they are about to fall down. The sea creature looks like it has just fallen out of the sky and landed on the ground rather than having led there for ages. Also someone could just swim round that fence. What's it defending against? No signs of it being a real barricade. WoW here would have supplies behind the fence, strong supports holding it up. On the other side there would be bits of broken wood, swords or corpses (like a fight has happened there so a fence is needed)

Another example. If in the real world you make objects on the terrain invisible, you would still see many evident cues that something WAS there. Now imagine to remove all those objects you see in the screenshot. Well, There would be no sign at all that something was there. The terrain would look uniform.

Vanguard world design is this: a fractal terrain generator on which were then dropped with no real logic a number of trees, rocks and buildings of various type. It's the opposite of an organic world design.

In general there's always a glaring clash between the terrain and the objects/models. As if things were photoshopped into the scene. It gives a very "false" feeling (and this is the result half of the art quality of the textures and half the graphic render they coded, which sucks. See Black & White 2 for a terrain render that looks amazing).

Now take these other examples:

1- Transitions. Can you see how in this case the transition between the beach, the grass and then the rock areas is much smoother and organic (dithering aside)? And how the result is a believable, immersive scenery?

2- Detail. Notice how the terrain is painted to have some kind of trailing effect near the wooden planks, as if some water dribbled around them. Imagine to remove these planks and the terrain would still reflect that something was there.

Now go and see if you can find in Vanguard a similar example. WoW can deliver some organic scenery even with an empty landscape. In Vanguard the terrain looks as if it was colored with the airbrush in MS Paint.

Try to walk along the coast in Westfall and you'll see plenty of wooden planks, barrels, tree trunks, shipwrecks and so on. That's world design.

Please understand that this isn't a Vanguard vs WoW. I'm just pointing out one of Vanguard's flaws and using WoW because it offers descriptive examples of good world design.

And consider that I'm pointing out only one tiny aspect of what I consider world design, just because it was the easiest to explain. I hope it illustrates better the kind of point of view from where my comments were coming.

P.S.
I know very little of "world design" and I doubt I could do a better work, I don't have any practice with it. But I see something that looks amazing and then something that feels like crap. What I do is just to ask myself why. I try to analyze and dig what I see and try to understand what makes the difference. So I'm trying to learn by myself. I compare things to learn the differences. It's not simple but I expect that those who actually ARE WORKING in the game industry know these things I'm trying to teach myself.

Re: More on Vanguard and world design

Not sure "world design" is the terminology I would use, but you are much clearer about your point anyway. I think it's more an issue of connectivity, between what you see and just how realistic a visual it is. Vanguard has an impressive world design: things to find, nice views here and there, cities etc. There is definitely a world there. It's just when you look at it things are at odds with the landscape. Not all the time.

Take your good looking Vanguard screenshot, and compare with this similiar warcraft scene (best I could manage at least)

Both have a dead sea creature, In WoW though - it actually looks dead. It's rotting, it's skin has dissapeared, it's half buried, even better... things are camped around it - it's interesting so things are interested in it. There are reeds growing where the water reaches the bank: they look held back by the sea and the fact that it's not a smooth curve hints that the tide might sometimes sweep upto that point. In the distance there are hut's that look a part of the landscape, like something actually is going to be at those huts. On top of that there's the debris scattered.

Looking at vanguard: just as good a *design* - dead creature, tents - but the connectivity is poor for whatever reason. It just doesn't feel as alive. The fence, gate's and tents look like they are about to fall down. The sea creature looks like it has just fallen out of the sky and landed on the ground rather than having led there for ages. Also someone could just swim round that fence. What's it defending against? No signs of it being a real barricade. WoW here would have supplies behind the fence, strong supports holding it up. On the other side there would be bits of broken wood, swords or corpses (like a fight has happened there so a fence is needed)

None of this is representative of anything but scenery of course. But there is easily a distinction. Personally I like the 'organic vs constructed' or 'scene management' terms rather than 'world design.'

Re: More on Vanguard and world design

Looking at vanguard: just as good a *design* - dead creature, tents - but the connectivity is poor for whatever reason. It just doesn't feel as alive. The fence, gate's and tents look like they are about to fall down. The sea creature looks like it has just fallen out of the sky and landed on the ground rather than having led there for ages. Also someone could just swim round that fence. What's it defending against? No signs of it being a real barricade. WoW here would have supplies behind the fence, strong supports holding it up. On the other side there would be bits of broken wood, swords or corpses (like a fight has happened there so a fence is needed)

None of this is representative of anything but scenery of course. But there is easily a distinction. Personally I like the 'organic vs constructed' or 'scene management' terms rather than 'world design.'

Well, that's world design.

You get an editor, the art assets and start to lay down all the pieces so that they make sense, so that the scene is cohesive and immersive. Of course this is one side of the work, because then world design is also about gameplay.

I see world design as the middle ground between the artists and designers.

The artists come up with the concept of a zone and then build the art assets to be used. The quest designers give the zone its own story and personality and start to organize the quests so that they carry on the story and so that they are fun to play. The world designers take all these elements and preliminary work and build the zone concretely. The roles blur together.

As if you were building a map for an RTS. From a side you would try to make it pretty. From the other you would try to make it tactically interesting.

In a mmorpg this is slightly less important as the terrain is there more to give atmosphere, but the way a zone is built also determines it's flow. This is also important even if rather invisible for the average player.

Re: More on Vanguard and world design

I know exactly what you're meaning Abalieno. I have a hard time even evaluating the game world because I get so much stuttering - but from what I've seen..its really lacking depth.

It is a lot easier though to criticize a world that is based on realism though. WoW is able to get away with a lot because of its art design. Its not often that I run through a WoW zone and think about how realistic it is. I enjoy the world because of how colorful, fantasy-like, and different it looks. Meanwhile when you play VG, you're going to constantly be comparing it to a real world type scene because that's the style they went for. Unfortunate for them, because they didn't do all that great of a job at it.

www.cuppycake.org

Re: More on Vanguard and world design

It is a lot easier though to criticize a world that is based on realism though.

That's a false perception. It's not a matter of realism, it's a matter of consistence. You can build a world that is built on fancy rules, but for it to work you still need to make it consistent.

A Disney CG movie isn't "realistic" but an insane amount of work goes into it to make it consistent. The fact that stylized is easier is a myth. It looks simpler, but it ISN'T simpler.

Actually it's much harder to develop a style than just stick with real world and try to mimic it (photography references and documentation).

Re: More on Vanguard and world design

I didn't say it was easier to make a world based on realism. But there is much more nitpicking of the minor details in games that aren't stylized - games that are supposed to look realistic. When you have real world things to compare what you're seeing to - you're going to make those comparisons.

I understand what you're saying about making it consistent. I can't really say anything about VG's consistency at this point because I've really experienced very little of it. =/

Re: More on Vanguard and world design

If you had explained yourself better on your first comment / post I/others wouldn't have said what they did, but I still find your assumption that in 5 minutes you know if a game is worth it or not false.

We also have different views on the definition of world design, I'd much rather a world that's consistent overall, even if it doesn't pay too much attention to details, and more importantly, that makes the game a pleasure to play in, not a chore, than a really detailed one that's hell to walk through.

And about the execution comment, I couldn't care less if they bought a tree modeling engine, it is in fact well done and way better looking than wow trees.
I doubt blizzard doesn't have enough money to buy it if they really wanted to.

Re: More on Vanguard and world design

And about the execution comment, I couldn't care less if they bought a tree modeling engine, it is in fact well done and way better looking than wow trees.
I doubt blizzard doesn't have enough money to buy it if they really wanted to.

I dislike SpeedTree. It makes some pretty trees and immersive environments, but it gets repetitive, has a major impact on the framerate and the LOD adjustements are ugly. It puts some hard caps on what you can do with it, which is a rule with every kind of middleware: it allows you to build something much faster, but it also limits the flexibility of what you can do (a silly but true example: SpeedTree couldn't render some huge trees as the one in WoW's Ashenvale).

WoW's trees are consistent with the style of the game. They fit well in the game even if they aren't incredibly detailed (and laggy).

Re: More on Vanguard and world design

they are cubic and non-imersive, big or not. That's my point... Neither is perfect, each game has it's flaws, and the LOD problems you seem to mention more than once, are also limited by current technology. With infinite RAM and processing power they shouldn't / wouldn't be needed... I consider it better, for example, the the fog present in wow. I'd much rather see a blurry Ironforge up ahead than this foggy thing that adds, again, little to the immersion.

If you say "damn, Vanguard's gameplay sucks", ok, it's your oppinion, but the art, even if not as polished as you'd have hoped, it's still not remotely as bad as you portrait it.

Re: More on Vanguard and world design

I didn't like the art at all either. Franky from what I saw of it I considered it bad. As it was so inconsistent, somethings looked very good, others looked just horrible. Not to mention even with near state of the art hardware the game performs badly, and it doesn't even look that good.

First impressions with the game where bad for me. There was nothing in the game that made me want to come back to play the game even a second time.

I suppose I didn't give it much of chance, only played for maybe (big maybe there) 6 hours. I just had no reason to come back. Oh well, just by .02$

Re: More on Vanguard and world design

Point is that there are engines out there that deliver much, much more than Vanguard. It's both the art and the engine (engine in particular) to be bad.

Black & White 2 is one year and half old but has an AWESOME render. It looks absolutely amazing, you can zoom from the blade of grass to the sky in half a second without an hint of lag, can have on screen a massive clip range, it has wonderful water and even simulates dynamic clouds and rain.

It looks hundreds time better than Vanguard. Obviously they are two different kinds of games. But Vanguard reminds me more of EQ than a modern engine. It has the weight of a modern engine but its look is stuck to EQ with more bloat.

From a game with high hardware requirements I expect A LOT more.

Re: More on Vanguard and world design

I know this is an old post, but I have 2 examples from VG -- 1 to show where the got it wrong, as described, and another where they got it right.

1st, where they got it wrong:

The City of Aghram

I commented to my friend who took this screenie that there should be "lived on or prepared" ground around the city, but as it is, it looks like the city was just plopped down in the virgin wilderness. The desert is completely undisturbed right up to the wall, and yet this is supposedly the capital city of the continent -- well lived in, well used -- yet, the area around the city doesn't reflect this. Where are the outbuildings around the city? The temporary markets and holding pens for commodities/livestock being brought in to be sold and distributed in the city? There's just nothing there.

and 2nd, where they did better:

The port of Khal

The ground outside looks used. There are roads, trees obviously planted by the people there, outbuildings. . . it's not perfect, as some areas (especially to the upper left where it follows the river) aren't quite so "transitioned" but it's much better than the 1st.

I think the original commenter had it exacly right -- there usually aren't the proper transitions. It's like they made a world, popped it in an editor and said "place rock, place fence, place building" and it ends up being like they were just dropped from the sky as a result.

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