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What I Want From Next-Gen

If the Unreal Engine 4 demo is any indication, we have a lot to look forward to when next-gen gaming hits. Things like millions of particles, better-looking lens flares, improved smoke and fire effects, and dynamic lighting could be around the corner. It’s all very impressive stuff, particularly when you see it in motion. In a few short years we’ll likely be exploring worlds that are a step beyond anything out there today, at least on a superficial level. My biggest hope, however, is that similar advancements for how characters interact with those worlds are in store, too.

Don’t get me wrong – my 8-year-old self would spontaneously combust if he saw how good current-generation games look. Still, there are a number of subtle visual elements (or missteps) that consistently dump buckets of cold water on my gaming experiences. While I doubt that these issues can be completely eliminated even in the next next-generation, that won’t stop me from dreaming. Here are five examples of what I’d like to see improved in the future.

1. Beards
Developers are still trying to crack the code behind rendering realistic hair, but it’s gotten better over the past few years. Facial hair, however, is one area that remains consistently awful. Sometimes it’s just a blotchy texture. Other times that smear is augmented by a sparse array of fringe layered in rows. When a game does feature a truly magnificent, fully rendered beard, it almost always disappears in the character’s upper chest. That actually leads to…

2. Clipping
Admittedly, not every game sets out with the lofty goal of displaying fantastic beards. In those cases, it’s clear that the results aren’t that great because that wasn’t the focus in the first place. Fair enough. Still, I can’t remember the last game I played that didn’t feature a distracting amount of clipping. Staffs routinely phase through capes. Corpses partially collapse into solid walls. Characters touch their faces and fingers pass through flesh as though it was holographic. It doesn’t matter if it’s a budget-priced release or a triple-A game – object clipping is a constant battle in game development. Perhaps upcoming technological advances will help.

3. Drinking
Has anyone ever managed to show a character drink from a glass without it looking like a ridiculous mess? If so, I haven’t seen it. I get it: It’s a tough animation, and actual people do look genuinely goofy when they’re drinking. That doesn’t make it look any less bizarre when someone like Commander Shepard pulls an obviously empty vessel up to his head, hold it vaguely near his mouth for a few seconds, and then slams it on the table.

4. Hands
I should be happy that Shepard is able to at least (somewhat) convincingly slam a glass. We’ve moved beyond paddle hands (for the most part), but game characters still look as though they’ve got skin-colored claws protruding from their sleeves. They’re good at pointing at things, but subtle gestures like brushing a hand on someone’s cheek or two characters holding hands don’t translate at all. (In the latter example, it’s hardly ever even attempted.) With any luck, the next generation of behind-the-scenes dev videos will show actors with dots on their hands as well as their faces during mocap sessions.

5. Clothing
L.A. Noire features some of the best-looking wardrobes in games, but still falters in one department. Everyone looks like the wind plopped their hats on their heads. Clothing has a long ways to go, whether it’s rendering battle armor that doesn’t stretch and bend with a character’s body, making sleeves look more like sleeves and less like stovepipes, and dressing characters with cloth that doesn’t look starched into an inflexible mass.

I understand that these are all little nitpicky details. If we’re going to be asked to open our wallets for new hardware, however, I don’t think it’s asking too much. After all, what good is a completely amazing game environment if characters look like they’re ice-skating on top of it?

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Comments
  • Yes exactly what I was thinking, need more...
  • Things I really want to see.

    Even though it's difficult (there are engines that do it incredibly well out there, that haven't been taken advantage of) persistent destuctible environments. It's come to the point where I see a rocket careen into a building and there's nothing but a black smoldering looking texture it just takes me out of it.

    Also, persistent populated environments. Enough with enemies just spawning out of nowhere (I understand that this is a heavy burden on rendering and processing, but the next gen should be able to do this, otherwise, don't try and sell me on the next gen). I'd be more forgiving on this point for the huge sandbox games, so long as Rockstar produces a GTA game where dozens of the same kind of car don't spawn in an area while you're looking for a decent vehicle to jack.
  • (づ。*◕__◕。)づ・。*。✧・゜゜・。✧ Magic!
  • One thing I want is characters walking up and down stairs realistically. I think the only game I've played that got it nearly perfect is L.A. Noire. Characters actually walk on each individual step and don't look as though they're walking down a bumpy ramp like almost every other game. Stair walking animation should be the top priority!
  • All of these things are possible with a little extra effort in the art departments, but it won't happen on current consoles because the framerate would go to hell. These consoles are outdated and I don't think it's developer laziness holding us back.
  • yeah sometimes when I was playing fallout the clipping really bummed me out and killed the intense moments
  • a few JRPG developers should reaaaaaaally work on their character motion animation for 3d modeling. looking at star ocean 4, tales of symphonia 2, eternal sonata, white knight chronicles' cinematic scenes and others is depressing with the laughably awkward body motion. its like watching someone move around in a huge mascot costume
  • I agree with the beard thing, we definitely need more awesome beards.
  • the beard thing really needs to be handled. not only do they not do real life beards any justice but if you try to add them together with a buzz cut hairstyle there is almost always a portion by the ears that doesn't connect. also in rpg type games i would like to see magic have an effect on the environment. if you cast a fireball in battle in a forest enemies and trees alike should be set ablaze

  • I feel that a game doesn't need amazing graphics to be great. Look at super metroid. 24-bit, but amazing and beautiful.
  • I look forward to the day when Link's cap no longer passes back and forth through the hilt of the Master Sword.
  • I also have a huge issue with hands. Have you ever paid attention when a character hands another character an object? 1) The camera stays entirely above the action, so items magically transfer. 2) Character only imply that an item is moving between them, but all you see is an empty hand move towards another empty hand. 3) The item is basically a magnet which snaps to the other character's hands. It's something that's driven me nuts since paddle-hands.
  • I like all these, if I could fix one thing it would more than likely be Whole body animations. Sure they have gotten better, and games like epic mickey really on it, but the epic speechs at the ends of games (ex. mass effect) would have greater impact the more the character was fully involved.

  • Also, Lol at the beards, I found that funny.
  • the way la noire's characters fit perfectly in the environment with stairs and what not was great. Red Dead Redemption's wind effect on character models was not
  • Not to say that they aren't getting there with games like L.A. Noire, Uncharted 2 and I guess 3, and Max Payne 3, but I'd like to see more work in the area of facial animations and believable dialogue delivery. It's kinda nitpicky but if I get invested in a games story I want to try to imagine that if this situation were happening in real life, this is what I would expect people to say and feel in this universe. Story and Dialogue mean nothing if I can't feel like a part of the world I'm in. Heavy Rain and Mass Effect, although great games, were bad about this during alot of parts.

  • Mod
    New, more risky, IPs and art styles for me among other things.
  • Many many things including Dancing (Not slow but really shephard), Sheaths which has always been a personal i hate this, physics, destructible environments,physics, and stair climbing
  • I'm not entirely sure if this is a joke, I think it is, but if it isn't Max Payne 3 had pretty good drinking animations. If it is a joke, LOL
  • That level of Heavy Rain is where I lost him :( if only I was better at timed button-presses...
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