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General: Dana Massey: Why Not Well Animated MMOs?
News & Features Discussion « General Discussion
5/14/09 8:35:03 PM
It is something that is lacking indeed.
And about the 60+ emotes: they are a must, for they can add so much more depth to a otherwise flat and boring moment (I do not remember which game it was, but one had a /teapot command, which made the character act as if he/she was one. Totally useless, perhaps, but tons of fun!). Roleplaying is another good reason to keep them.
(though Star Wars Galaxies really had a LOT of them, I once printed a manual of them. Next to tons of emotes, a lot of them with animations, there was also the difference between emoting someone else, yourself or just general. Damn I loved those things)
Anyway, back on topic: Yes, we need better animations. That does not have to go at the expense of people with lesser hardware at all, there's this thing called scalability: make the content at different resolutions. The same for the animations: either let the animator (bigger data files) or the computer (bigger calculations, I don't know which one would be the best option in this case) remove keyframes that add little details. People with weak(er) computers will still see the animations at today's quality, those with better hardware see the characters come to life.