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Ambiance

Started by stenny 1 reply 900+ views
Original Post
stenny
stenny
Heya :), Generally seen I find ambiance the most important part of a good game. The graphics may be bad, but as long they radiate a strong own ambiance through the game, it influences the game-experience in such a way the game could actually turn out to be fun. The same goes for music. And all other aspects of creating a game. Ambiance is that feeling you get when hearing the OST of a game, and drool away back to moments past when you played that game. Final Fantasy has that. Golden Sun has that. But not only RPGs. Banjo Kazooie had a wonderful atmosphere too, just like e.g. Beyond Good and Evil, Silent Hill or Mario Kart. The question I'd like to discuss is, how to put ambiance in your games. I'm, at the moment, almost finished programming the core of my game, including the level-editor, and I wondered how I could best create an own style with the graphics. But not only me, this is for all game-developers on here. How do yóu atmosphere your games (if that's a verb [grin]). What's the difference between a complete whole game, and a game made from all sorts of graphics and instruments thrown together? Tell me what you think! I'll start. I actually think it is of a large importance you use palettes. Not only in graphics, but also in music. Use the same colors, instead of using all 16777216. Off course, you can use more shades of green in your game, but make sure you don't overdo it. That way you're game will have the same look breathing through the game. And the same goes for instrumentation choice. Now, I'd like all gamecreators to react :D! Not only designers, but also Artists, composers, Level designers, Programmers, Iknowwhat. I'm sure those people have other insights on this than other people! Come on! This could actually have a good influence on you're own gamecreating! -Stenny
What do I expect? A young man's quest to defeat an evil sorceror while discovering the truth of his origins. A plucky youngster attended by her brutish guardian. A powerful artifact which has been broken into a small number of artifactlets distributed around the world.What do I want? Fewer damn cliches. - Sneftel
TheKrust
TheKrust
Well, let me first say that I know exactly what you mean by "Atmosphereing", but I think you might be aiming at the wrong topic.

I'm a programmer and while I am no artist, I am rather good at creating styles for games. Of course when I try and make it, it's your typical programmer art lol.

These games as above really don't have much in common except that they are all very fantasy based. By that I simply mean in made up worlds. What makes the immersion so great in the games is that they are very good at avoiding something I call "speed bumps". A speed bump is when you break the players immersion in the game. Speaking from a mechanics prespective, if your game glitches or chops, it reminds you that you're in a game, thus the immersion is broken.

But that's besides the point. From a designers prespective, immersion is kept by setting up a physical world and setting laws that cannot be broken. A game with no physical limits would be completley random and not make any sense. If you establish a world, the player will quickly become familiar with it as long as it's not really out there. BUT, if the game world breaks a law, this is called a speed bump. Let me give you an example...

In XIII, the enemies in the game react to bullet wounds and are damaged rather quickly. A single shot to the head often kills them. However, they really screwed up on the bosses. Most of them consists of ordinary people with no armor that can take 10,000 hits and still be walking. This severly broke a law of the game. In this case, the damage system.

This isn't saying that you have to make all of your games realistic, but if one shot can kill a person, one shot should be enough to kill ANY person. Besides, boss battles need to be more creative anyway :D

btw, I feel your pain. I'm in the same place with developement.

EDIT: for an example of a more realistic game, splinter cell screwed up a little too. You can practically run by an enemy and no one sees you, but right as you go into vital areas, they become sharp as tacks.
---------------------------------------- There's a steering wheel in my pants and it's drivin me nuts
shurcool
shurcool
Would this be a good example of a unique but very attractive (IMO) ambience?

I too think a good atmosphere in a game is very important (especially if it's a game you need to immerse yourself in, in order to believe the story/characters, etc.). I think it's the director's job to make sure the game follows what he's invisioned, and stays consistent throughout its development. If you accomplish that, I'm sure the atmosphere will be set by itself.

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