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zakruti.com » Humor, fun and entertainment » Gameranx
10 illusions video games create to lie to you

10 illusions video games create to lie to you

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Rating: 4.0; Vote: 1
Even the best video games use clever tricks and shortcuts to make the game world more convincing or immersive. Here are more of our favorite developer illusions and tricks
Date: 2022-03-21

Comments and reviews: 10


--- - Loud Sounds are not actually loud - ---
I work in video game audio and one of my favourite -tricks- is used in pretty much every game that has action in it.
When your player say, shoots a gun - or an explosion goes off near you - it sounds WAY louder than everything else happening around you. Audio peeps actually use a trick called -ducking- where they lower the volume of the audio that was playing before the gunshot/explosion for the duration of the gunshot/explosion, and then bring them back up.
i.e. Ambience plays.... gunshot is triggered and ducks volume of ambience to make it feel extremely loud....Ambience goes back to normal volume as gunshot fades out.
Anyway, thought this was a super cool little trick devs use to immerse you into games. There are 1,000,000 more, but this is one of my favourites (:

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If you use Call of Duty as an example, you are failing, man.
Take Call of Duty: Black Ops III as the example here.
I tried to turn around, look away in Realistic difficulty, they never missed a headshot. In fact, the enemies were crazy accurate.
If you play games like Super Street Fighter II and Mortal Kombat II, you know that the CPU can cheat you to the point that you will have to smash your controller, literally.
This matter is more than just -10 illusions-, because they are not just -Illusions-, they are also hard-a--- difficulty that makes you feel like you're living in real life(Except for the part that you can respawn that is not in real life) and the enemies are beating the crap out of you.
God of War IV is clearly that kind of example, if you play it on Give me God of War mode

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I saw in a documentary about Outer Wilds recently that when you walk around, fly your ship, and even jump that you're not actually moving around the environment. When you go too far out in a game, weird glitches can happen, and because everything is running at once and there aren't different zones to load, the chances of the player flying out too far just to get from their home planet to, say, Dark Bramble would 100% make their game do weird things if they were moving around their environment. So, what did the team do to fix this? They made it so the player is 100% stationary at the center of the map at all times, but when you walk around, fly your ship, and even jump, it's everything else that's moving in that direction. Not you.
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I am not sure this is true or not but here goes: I play WoW (TBC). When I first arrive in an area of NPC's there seems to be a greater probability of preferable and a -greater number of- desired drops, not always of course but often enough for me to notice. About perception while moving: I found that when moving forward that the character seems to move faster if zoomed in. I know this is an illusion and perhaps an accurate one. But it doesn't stop me from zooming in more on my character if going on longer trips lol.
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So there is the game called -Subnautica- it's basically where you make a emergency landing with a spaceship on a water planet - so you have to dive a lot
and there is this thing that when you are at 0 air your screen becomes slowly black. But after it's black you have 1-2 sec to dive up and get some air.
It actually was a bug, but the devs found out that the players LOVED it. Because a lot of times it saved the players and without it there would be a lot more
deaths so also less fun

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in 2020 I helped create a game on steam called SCP Escape together, one of the biggest tricks we used something called lerp basically it made something smoothly go from point A to point B. We used this to make multiplayer play look smoother especially for player movement because the value of the position and angle of a player updated sent only 30 times per second this cheat allowed us to make it look just as smooth for people who had an fps higher than 30 without causing extra network strain.
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Regardless of your religious beliefs or lack thereof , it's safe to say that -Dante's Inferno- did an excellent job of making most players feel like you really were in Hell. As for loading screens, -Shadow Of The Colossus- did a decent job with it's loading screen by making you go through a wormhole as you travel all the way back to the main temple after a fight with a colossus, all the while as it was loading up the next colossus for you to go take down.
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Hey, better a elevator than a loading screen, i mean take a example of breath of the wild, every time you teleport, enter a shrine, ect you get a loading screen, if it was me i prefer going through a portal when teleporting rather than a loading screen, and to make it even more interesting why not put a person in the elevator that can give you a quest, or put items in the portal you have to try grabbing so you get meat in BOTW
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Hi to all. I will never forget the moment when I was playing MotoGP URT on xbox1 where the graphics were just out of this world except it was the same moment that I realised the game was actually telling me that the bike remains in one place and the world just moves around the bike. The bike is not actually going anywhere and yet at that point the illusion was shattered and how I hated and still hate that moment.
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If you're wondering why about a few of these -illusions-, it's not actually an illusion. It's because NA/EU gamers are just not as good as they think they are. Don't believe that? Learn Japanese and play their JP only games, you'll immediately see the difference, or the fabled -We had to make it easier before porting it to NA/EU.-
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