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Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 03 Sep 2007, 16:52
by Mesh
While some devs could be slammed within reason (silicon knights) others to me just seem over-spread and under-manned (epic). This is purely opinion based on news/rumors/hearsay/whatever of course. But For much larger companies to expect Epic to do most/all of their dev/support is ridiculous. With that much unneeded pressure it's no wonder relatively important issues like proper widescreen/fov get mangled in the process.
I say make a law that prevents publishers and maybe even licensees from forcing developpers to release before it's done, and of course, find the ressources to enforce that law.
No more patches on launch, no more show-stopper bug fixes after release, if there's a show-stopper, -it ain't done-!
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 05 Sep 2007, 02:03
by Soduka
Thread locked, and the last reply was this;
_______________________________________________________________
Yes you are. Ingrateful to the artistic design that the developers are making. Games of today is not about you, the buyer. Its an artistic education where any "improvment" would vandalise their artistic vision. You shouldn't get options to make the game more enjoyable by YOU. Its not about YOU. Art is at work here...
I also only have a 1920x1200 screen and I'm SCARED that tripplehead gamers might see me on one of their screens when I play multiplayer. Terrified to the point that my shorts needs to be changed.
How DARED the widescreen gaming community tell 2Kgames how they feel the game would be most enjoyable... in widescreen...? And then have the nerve to tell Epic games the same? I mean, widescreen is just a nessesary evil for game developers to get their art displayed.... Picasso, who chose their widescreen FOV, must feel like a misunderstood artist by now...
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Well, yes, it is about us. We're the ones who buy the games. This guy( Like many other ignorant people I've seen) seems to not comprehend that technology has moved forward, it is no longer an option to remain behind. Artistic- what? They made a game and if they want people to buy it they'll support newer technology! What's the problem here?
Their old tired argument is that Widescreen gives an unfair advantage. My reply is that "I know, it sucks that I have a longer average life-span than previous generations because of new technology. We shouldn't get that because it is an unfair advantage to people living before our times. :?
It's the exact same situation. We move FORWARD. Stores around where I live don't even carry non-widescreen monitors anymore. They are cheaper to buy than the old monitors now, I don't see what the hell the hold up is by these people? Toss your junker and buy a widescreen! Developers, DEVELOP for your CUSTOMERS!
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 05 Sep 2007, 03:04
by Mesh
It gives an advantage? so what! Some top-view games let users set resolutions, people with higher resolutions get to see more of the view at once, advantage? sure, sure-fire way for them to win? not really. If I suck at starcraft, that I'm running at 2560x1600 and see everything in 1 glance won't help my clutz brain at asset management. Someone against me in 640x480 could still win easily. Same for fov/wide/normal that I see more does -not- necessarly make me a better player. Peeps with 4:3 will still beat 16:9 / 16:10. It's one variable of many and truthfully, in multiplayer peeps with 1ms cable often slag peeps with 1000ms satellite (exagerating here, never used either). Connection is more likely to help you win than a couple extra degrees of view.
Visual is also only one input, audio exists too ya know. A long time ago I played Quake2, no sound. Some times it helped me to have sound on, others not. Heck I often checked behind me better without audio since I didn't enable that 'advantage'!.
To devs: concentrate on cheats that really are cheats (packet holding, router middlemen, speedhacks, hijacked servers, etc) and let people use the hardware they have as it's designed to be used. Just because you develop a game on a 4:3 21" crt does not mean only people with similar fields of view should benefit.
Please note all of the above multiplayer 'experience' was founded on things I've read. I do not play in multiplayer anymore, quake2 was one of the last ones I did.
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 05 Sep 2007, 04:29
by Apple
Thread locked, and the last reply was this;
_______________________________________________________________
Yes you are. Ingrateful to the artistic design that the developers are making. Games of today is not about you, the buyer. Its an artistic education where any "improvment" would vandalise their artistic vision. You shouldn't get options to make the game more enjoyable by YOU. Its not about YOU. Art is at work here...
I also only have a 1920x1200 screen and I'm SCARED that tripplehead gamers might see me on one of their screens when I play multiplayer. Terrified to the point that my shorts needs to be changed.
How DARED the widescreen gaming community tell 2Kgames how they feel the game would be most enjoyable... in widescreen...? And then have the nerve to tell Epic games the same? I mean, widescreen is just a nessesary evil for game developers to get their art displayed.... Picasso, who chose their widescreen FOV, must feel like a misunderstood artist by now...
_____________________________________________________________
Well, yes, it is about us. We're the ones who buy the games. This guy( Like many other ignorant people I've seen) seems to not comprehend that technology has moved forward, it is no longer an option to remain behind. Artistic- what? They made a game and if they want people to buy it they'll support newer technology! What's the problem here?
Their old tired argument is that Widescreen gives an unfair advantage. My reply is that "I know, it sucks that I have a longer average life-span than previous generations because of new technology. We shouldn't get that because it is an unfair advantage to people living before our times. :?
It's the exact same situation. We move FORWARD. Stores around where I live don't even carry non-widescreen monitors anymore. They are cheaper to buy than the old monitors now, I don't see what the hell the hold up is by these people? Toss your junker and buy a widescreen! Developers, DEVELOP for your CUSTOMERS!
Thats Tamlin (WSGF Mod) Being sarcastic... :lol:
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 05 Sep 2007, 11:42
by Soduka
He's very good at it. :o
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 06 Sep 2007, 08:19
by Manny Calavera
Who the heck locked the thread !? :x
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 12:28
by Paddy the Wak
More proof that Bioshock's FOV was no ... design decision ... ?
Stranglehold ...
on the 360 ... also the Unreal III engine ... vert- again in widescreen ...
Not widescreen ...
Widescreen ...
Fatal Inertia ...
on the 360 ... also the Unreal III engine ...
BUT ... this time they have just added black bars top and bottom when not in widescreen to give the "look" of widescreen ...
It is still vert- in widescreen ... just that in non widescreen they have covered the vert+ with bars ...
Not widescreen ...
Widescreen ...

Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 16:40
by BlueMak
I know this will probably be deleted, or covered automaticaly, but, what a bunch of lazy fuckers these developers are.
Are they that bored? Are they that lazy? Are they that incompetent?
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 20:52
by Paddy the Wak
Another ...
Hour of Victory ... on the 360 ... also the Unreal III engine ... vert- in widescreen ...
and ... another ...
Blacksite ... on the 360 (also coming to the PC) ... also the Unreal III engine ... vert- in widescreen ...

Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 22:42
by Tamlin
He's very good at it. :o
Sorry about that... :oops: I PM'ed the moderator explaining that my thread was ment sarcastic and it wasn't an attact to the previous poster. Said he could freely delete my posts if they were the reason for that thread to be closed, but I guess they had alternate motives for closing the thread... :lol:
I am a bit tired of the art community explaining the entertainment industry how to force their artistic visions upon us widescreen gamers. We want it wide and will go to museum if to see art, not in our game room... :evil:
Not to mention the scared 4:3 players who are sooo afraid of widescreen gamers seeing more horizontally. :roll:
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 23:05
by Elios
seeing as there all 360 games my bet is the 360 cant handle real wide screen
and Bioshock DESPITE the devs saying it wasnt WAS a just another console port
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 08 Sep 2007, 23:14
by Paddy the Wak
Optimizing for frame rates higher Widescreen resolutions ... maybe ...
It was clearly no "artistic design" ... lol ...
They will never notice I tell you !
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 09 Sep 2007, 02:01
by Elios
well it would make sense
more on the sides + higher res = more to render and the 360 and other consoles being closed systems only have so much power
in that case i think i would rather have V- then choppy frame rate no?
but on an open system like PC it should be H+ you have the option to lower the res or turn down AA and AF or other settings to make up for that
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 09 Sep 2007, 04:21
by Apple
If Unreal Tournament 3 is Vert-... Epic is going to get the biggest uproar of there times...
They better be ready for there Forums to crash if it is Vert-... I tell yah... :lol:
The Unreal 3 engine is definately Vert- by default, I believe this came in with GOW.. and now dev's aren't bothering to fix it.
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 09 Sep 2007, 08:12
by Paddy the Wak
Well ... Epic didn't like the thread asking about widescreen and locked it using a lame excuse ... when I asked why it was locked "Flame wars" was the reply ...
I replied ... as this is such an important topic to so many based on the uproar caused by Bioshocks bad FOV implementation why not delete the offending posts or give out warnings to those doing the flame waring ... I got no reply.
There wasn't really any flame wars ... Tamlin had been sarcastic as he says above and he did tell them they could delete his post.
I believe he got no reply too.
So I think Epic will just find a way to just delete/lock/ignore any posts dishing their Widescreen support.
We will of course get the usual anti horz + guys joining in even though it wouldn't make a difference to their 4:3 setups ... you know the old arguments "cheating" ... "why should WS users see more" ... "it was designed that way" .... etc.
As their boards do not allow image posting many will not bother to look at any links which will help to dilute the issue for Epic.
All in all I just feel we will have a fight on our hands if UT III is Vert - ... that fight will give Epic the excuse they would like to remove or lock any posts.
I guess time will tell ...
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 09 Sep 2007, 15:40
by Apple
Well I did make a thread as you know... so lets see what happens.
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 10 Sep 2007, 02:53
by SniperMike
I don't know if this is directly related to this discussion, but Silicon Knights is suing Epic over the Unreal 3 engine. These two stories on IGN,
August 11, 2006 and
July 19, 2007 seem to indicate a fundamental problem with the engine on the 360. While this may mean a general game problem, SK's signature game Eternal Darkness on the Nintendo GameCube was a hor+ widescreen game. Denis Dyack may have our backs on this.
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 11 Sep 2007, 05:36
by JohnnyWakko
I don't know if this is directly related to this discussion, but Silicon Knights is suing Epic over the Unreal 3 engine. These two stories on IGN, August 11, 2006 and July 19, 2007 seem to indicate a fundamental problem with the engine on the 360. While this may mean a general game problem, SK's signature game Eternal Darkness on the Nintendo GameCube was a hor+ widescreen game. Denis Dyack may have our backs on this.
Can you explain that again about SK's signature?
Proof that Bioshock's FOV was no ... design decision ... ?
Posted: 11 Sep 2007, 06:07
by Dr Gonzo
I think he just means that Eternal Darkness was their flagship game or the game that put them on the gaming map, much like a wrestler has a "signature" move that he or she is known for.