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	<title>Comments for Samuel Baird</title>
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	<description>Games, Programming, iPhonePodPad, Flash</description>
	<lastBuildDate>Tue, 27 Jul 2010 11:06:09 +0000</lastBuildDate>
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		<title>Comment on Programmers, Hubris, Technology, Game Design by Sam</title>
		<link>http://www.samuelwbaird.com/programmers-hubris-technology-game-design/comment-page-1/#comment-82</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Tue, 27 Jul 2010 11:06:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.samuelwbaird.com/?p=231#comment-82</guid>
		<description>Well the first example that comes to mind is &quot;shadow of the colossus&quot;. The actual gameplay mechanics could have been implemented using a generic middle-ware platform as most scenes of the game feature only a few characters in a 3D landscape. Put some models in a scene, script them up and focus on the core gameplay, fighting colossi.

However they put a lot of work into faking high-dynamic-range lighting, fur shading and advanced shadowing beyond what the PS2 nominally supported. These effects weren&#039;t applied strictly realistically, which would be beyond the capability of the PS2, but in a stylised manner that worked with the PS2 architecture. These contribute to a distinctive visual style, tied closely to the specific results achieved by the technology, that helps establish the atmosphere of the game.

In the end the atmosphere of the game remains one of the most affecting and fondly remembered aspects of the game.

My contention is that if &quot;shadow of the colossus&quot; was built now for modern graphics cards, where HDR lighting for example is closer to a tickbox (why yes, I would like some HDR lighting), it would not have led to such as distinctive style.

http://www.bruno-urbain.com/resources/making_of_sotc.pdf</description>
		<content:encoded><![CDATA[<p>Well the first example that comes to mind is &#8220;shadow of the colossus&#8221;. The actual gameplay mechanics could have been implemented using a generic middle-ware platform as most scenes of the game feature only a few characters in a 3D landscape. Put some models in a scene, script them up and focus on the core gameplay, fighting colossi.</p>
<p>However they put a lot of work into faking high-dynamic-range lighting, fur shading and advanced shadowing beyond what the PS2 nominally supported. These effects weren&#8217;t applied strictly realistically, which would be beyond the capability of the PS2, but in a stylised manner that worked with the PS2 architecture. These contribute to a distinctive visual style, tied closely to the specific results achieved by the technology, that helps establish the atmosphere of the game.</p>
<p>In the end the atmosphere of the game remains one of the most affecting and fondly remembered aspects of the game.</p>
<p>My contention is that if &#8220;shadow of the colossus&#8221; was built now for modern graphics cards, where HDR lighting for example is closer to a tickbox (why yes, I would like some HDR lighting), it would not have led to such as distinctive style.</p>
<p><a href="http://www.bruno-urbain.com/resources/making_of_sotc.pdf" rel="nofollow">http://www.bruno-urbain.com/resources/making_of_sotc.pdf</a></p>
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		<title>Comment on Programmers, Hubris, Technology, Game Design by Julian</title>
		<link>http://www.samuelwbaird.com/programmers-hubris-technology-game-design/comment-page-1/#comment-78</link>
		<dc:creator>Julian</dc:creator>
		<pubDate>Sun, 25 Jul 2010 15:20:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.samuelwbaird.com/?p=231#comment-78</guid>
		<description>What are some games that you think exemplify tech-permeated design in the best sense? (Esp. recent games where, as you say, it isn&#039;t a necessity.)
Re the first part of your last question: yes but not in a bad way.</description>
		<content:encoded><![CDATA[<p>What are some games that you think exemplify tech-permeated design in the best sense? (Esp. recent games where, as you say, it isn&#8217;t a necessity.)<br />
Re the first part of your last question: yes but not in a bad way.</p>
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