Re: Papo & Yo
Posted: 28 Apr 2013, 03:39
Julien,
I know you're not hear for an argument, and we're not looking for one. Our grading system was created back when 4:3 and 5:4 monitors were the prevalent display. If something was designed on those, and then Vert- on widescreen, it made a big difference.
We've had tons of arguments over the grading system over the years, and we've stuck with leaving it alone. I have reset the game entry to Hor+, and put a note in the game about the behavior. It's put it at a Silver grade now, and Gold for multi-mon. We've had a few games like this where the multi-mon gets a higher grade than the widescreen.
Our baseline is really that 16:9 should have a wider hFOV than 16:10. Going anamorphic for 4:3 would allow you to retain the vision you had for the game with those users. There are still some old-school guys around here who have 3x5:4 or 3x4:3 on their TH2Go rigs. If a game doesn't work in multi-mon, we want them to have the best experience possible.
Adding extra sky and floor don't really do much for them, and can take their focus away from the "center action". We've seen that with a really large vFOV, your focus can tend to drift up and down. Even those "square screen" users are a minority, we are still concerned about their experience too. In looking at the Steam Survey, they still make up about 9% of that market sample.
At the end of the day, it would be tough for us to overhaul the entire system given the paradigm shift in the market. Knocking off the penalty for Vert- would make a bunch of older game "over-graded" and have poor performance. The change would possibly do the same for some current indie or retro games which do have FOV problems in widescreen.
In thinking about this, we might be able to fix this by adding a new term of Vert+. It denote a change in vFOV, but not have a negative connotation. And it would also indicate that the baseline widescreen FOV was "correct". I'm going to point my Editors here to solicit their feedback as well.
I know you're not hear for an argument, and we're not looking for one. Our grading system was created back when 4:3 and 5:4 monitors were the prevalent display. If something was designed on those, and then Vert- on widescreen, it made a big difference.
We've had tons of arguments over the grading system over the years, and we've stuck with leaving it alone. I have reset the game entry to Hor+, and put a note in the game about the behavior. It's put it at a Silver grade now, and Gold for multi-mon. We've had a few games like this where the multi-mon gets a higher grade than the widescreen.
Our baseline is really that 16:9 should have a wider hFOV than 16:10. Going anamorphic for 4:3 would allow you to retain the vision you had for the game with those users. There are still some old-school guys around here who have 3x5:4 or 3x4:3 on their TH2Go rigs. If a game doesn't work in multi-mon, we want them to have the best experience possible.
Adding extra sky and floor don't really do much for them, and can take their focus away from the "center action". We've seen that with a really large vFOV, your focus can tend to drift up and down. Even those "square screen" users are a minority, we are still concerned about their experience too. In looking at the Steam Survey, they still make up about 9% of that market sample.
At the end of the day, it would be tough for us to overhaul the entire system given the paradigm shift in the market. Knocking off the penalty for Vert- would make a bunch of older game "over-graded" and have poor performance. The change would possibly do the same for some current indie or retro games which do have FOV problems in widescreen.
In thinking about this, we might be able to fix this by adding a new term of Vert+. It denote a change in vFOV, but not have a negative connotation. And it would also indicate that the baseline widescreen FOV was "correct". I'm going to point my Editors here to solicit their feedback as well.