Immersion feedback and ideas

MoodyMoody Join Date: 2010-07-18 Member: 72528Members
<div class="IPBDescription">Feedback and thoughts on something the game lacks enough of atm</div>NS2 is shaping up to be an awesome game, but with the closer planned release timeframe coming, I'm starting to have a few concerns. My concerns aren't about performance or gameplay, that will just take time and testing to iron out. My concern is for the lack of attention that immersion has been getting.

<b>The Problem:</b>
Currently in NS2, I rarely get the feeling of being very drawn in and immersed into the world. The game is fun, intense, and strategic, but I can't say it's immersive yet. I trust that the team is working on new features, but I thought I would give some feedback and criticism, and maybe throw in some useful ideas, because I do realize that it's still just a beta. So if a Dev is reading this, here's my feedback:

<i>Criticism and Feedback:</i>
<ul><li> While the lighting is good at this point, it lacks in some ways. Fully infested rooms remain brightly lit, and the red emergency lighting looks kinda ugly in my opinion. </li><li> Ambient sounds either don't exist, or are so soft I never notice them.</li><li> The Marine HUD is very well designed, but something feels amiss about it, and I always feel apart from the character I'm playing.</li><li> 3rd person animations can sometimes looks odd and out of place (more on that in suggestions)</li><li> The damage indicators could use some work and variety (based on what's damaging you).</li><li> Overall, the world doesn't feel alive enough, and I have some ideas of how to change that.</li></ul>

<b>Suggestions:</b>
<ul><li> Add more ambient dynamic lighting effects. Light shafts showing through a spinning fan, a blue glow shining through as a turbine turns, and even just a little bit of glare and bloom (but not super overdone like in most modern games).</li><li> Have infestation cover and blot out light fixtures as it spreads, slowly turning the room darker.</li><li> Remove the red emergency lighting, keep rooms pitch black when power's out (much more intense and atmospheric, makes the alien vision advantage even better)</li><li> Have alien structures (including cysts) give off small amounts of ambient light (orange glow) to give dark, infested rooms an organic feeling.</li><li> Louder, and more ambient sounds. Generators working, alien structures gurgling and growing, dripping and dank sounds for infestation, random sparks, clicks, and clanks, wind howling when you're outside, muffled howling when at a window.</li><li> Sound prioritization system, so that you can hear the ambiance while your walking around, but then clearly hear the skulk running up behind you.</li><li> For marines, add dark blurs to the corners of the screen (make it look like you're wearing a helmet, without being too intrusive), an example of a game that does this very well is Interstellar Marines. Also (and I know this is a lot of extra work), seeing your feet/body when looking down in first person can only help when it comes to immersion.</li><li> More/better 3rd person animations for strafing and other things. Really takes you out of the game when you see things magically gliding across the ground, playing an animation that looks very out of sync. </li><li> Better damage indicators could help with immersion, maybe some cracked glass effects for Marines for the visor/helmet feeling of things, or blood veins/slight blurring at the edges of the screen (green veins at the edges of the screen for Aliens). Getting shot/bitten should be more visceral, sudden, and impacting. Louder hit screams/sounds could help as well since they're usually drowned out by everything else.</li><li> Ambient chatter for Marines (Red Orchestra 2 does an excellent job of random environmental chatter), Marines yelling durring fights, or commenting on things outside of fighting, such as saying, "This isn't what I signed up for" while building an RT, or whispering "It's quiet, too quiet" when there isn't any action going on, or yelling "They're everywhere!" durring the action. With a large enough repertoire (so they don't become repetitive) this could add tons of immersion to the game. These ambient voice snippets wouldn't be hearable by the aliens for the sake of competitiveness though (I'm going to make a different post fleshing out this idea). </li><li> Color filtering would help make infested places feel more organic, and Marine controlled places feel grittier. I know the devs are already planning this, but I'm just gonna reinforce my support of it here.</li></ul>

I know these suggestions mean a lot of work, but I believe they would all help add to immersion and a much better overall gaming experience in the long run. I do hope a Dev sees this, since I do think that immersion is a factor of the game that is taking a back seat to other features, and I think it's time that it gets some more attention since the planned release time is drawing nearer. Do you guys have any thoughts, ideas, or feedback that I maybe didn't cover?

Comments

  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    If they decide to bring back round lost on all units killed instead of just the command stations. They should have the marine's heads up display lose connection to the command station and remove the minimap and vitals from the hud. While giving the hud a static interference look and causing the marine to breathe unsteadily as he's trapped in a lost situation. All the while having their location display on the alien's map so the kharaa can easily find them and finish them off.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1945007:date=Jun 19 2012, 09:41 PM:name=Moody)--><div class='quotetop'>QUOTE (Moody @ Jun 19 2012, 09:41 PM) <a href="index.php?act=findpost&pid=1945007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[*] For marines, add dark blurs to the corners of the screen (make it look like you're wearing a helmet, without being too intrusive), an example of a game that does this very well is Interstellar Marines. Also (and I know this is a lot of extra work), seeing your feet/body when looking down in first person can only help when it comes to immersion.
    [*] Better damage indicators could help with immersion, maybe some cracked glass effects for Marines for the visor/helmet feeling of things, or blood veins/slight blurring at the edges of the screen (green veins at the edges of the screen for Aliens). Getting shot/bitten should be more visceral, sudden, and impacting. Louder hit screams/sounds could help as well since they're usually drowned out by everything else.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=0:date=:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat)</div><div class='quotemain'><!--quotec-->If they decide to bring back round lost on all units killed instead of just the command stations. They should have the marine's heads up display lose connection to the command station and remove the minimap and vitals from the hud. While giving the hud a static interference look and causing the marine to breathe unsteadily as he's trapped in a lost situation. All the while having their location display on the alien's map so the kharaa can easily find them and finish them off.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Watch me mod that out again faster than you can say "more annoying obfuscation"...
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Maybe someone should find a decent singleplayer out there instead of annoying reasonable gamers who may or may not wanna play a game.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited June 2012
    Why is immersion always being reduced to audio-visual features? What you describe as "fun, intense, and strategic [game]" sounds pretty immersive to me. I'm confident to say that this misunderstanding of immersion has been the bane of good game design in the recent years.


    I'm not saying that all your suggestions are bad, for example I agree that the third-person animations could use some work (onos lol). However, the gameplay comes first and I'm especially against anything that messes with the interface - we have enough of that already.
  • MoodyMoody Join Date: 2010-07-18 Member: 72528Members
    edited June 2012
    <!--quoteo(post=1945015:date=Jun 19 2012, 04:57 PM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 19 2012, 04:57 PM) <a href="index.php?act=findpost&pid=1945015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Watch me mod that out again faster than you can say "more annoying obfuscation"...<!--QuoteEnd--></div><!--QuoteEEnd-->

    The point of those suggestions isn't to get in the way, it's to provide feedback to the player when he gets damaged by something. The cracked glass is probably a bad idea I'll admit, and blood veins isn't the best way to do it either, but something more than health going down. Some sort of effect that comes on at the edges of the screen and quickly goes away. The dark blurred edges is just a personal preference, no way I can argue with that.
  • MoodyMoody Join Date: 2010-07-18 Member: 72528Members
    <!--quoteo(post=1945017:date=Jun 19 2012, 05:03 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Jun 19 2012, 05:03 PM) <a href="index.php?act=findpost&pid=1945017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is immersion always being reduced to audio-visual features? What you describe as "fun, intense, and strategic [game]" sounds pretty immersive to me. I'm confident to say that this misunderstanding of immersion has been the bane of good game design in the recent years.


    I'm not saying that all your suggestions are bad, for example I agree that the third-person animations could use some work (onos lol). However, the gameplay comes first and I'm especially against anything that messes with the interface - we have enough of that already.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm reducing immersion to audio-visual features because like you said, the fun, intense, and strategic parts of the immersion are already done very well, the only things left to improve on are the audio-visual. I'm not saying the game is bad without the features I suggested, everything I'm suggesting is just extra, but the extra is what turns a 9/10 game into a 10/10 game. Maybe I sounded overly harsh, but in no way am I trying to dog the game at all, nor do I expect many if any of my suggestions to be considered.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    edited June 2012
    As indicated above, the ideas for extra visual obfuscation would be <i>highly</i> unpopular, but making the existing obfuscation more damage-type specific sounds like a great idea. I also like the ideas more specialized sounds. I'm not a fan of the random B-movie phrases unless they're planning on doing a massive number of them with highly specific triggers (a la TF2) because those kind of things get stale really really fast. One of my biggest irritations in hack 'n slash single player games is hearing my character say the same tacky lines 124235 times.

    I'm pretty sure I care about immersion and feel more than most of the people who post on these boards based on the complaints I've read people caring or not caring about. One of my biggest annoyances with the game right now are actually those god awful place holder effects for cloak and lerk bite, and I'll be overjoyed when they're gone. Lucky for you and I, UWE has demonstrated time and again that immersion and feel are very important to their vision for the game. I'm sure we'll see all kinds of lovely spit and polish once they have the mechanics and performance where they want them.

    edit: oh, also agree about lighting for the most part as far as the orange glow and such is concerned. Red light is kind of ugly, but I'm not sure if 100% pitch black would be a fair answer.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1945021:date=Jun 20 2012, 12:25 AM:name=Moody)--><div class='quotetop'>QUOTE (Moody @ Jun 20 2012, 12:25 AM) <a href="index.php?act=findpost&pid=1945021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm reducing immersion to audio-visual features because like you said, the fun, intense, and strategic parts of the immersion are already done very well, the only things left to improve on are the audio-visual. I'm not saying the game is bad without the features I suggested, everything I'm suggesting is just extra, but the extra is what turns a 9/10 game into a 10/10 game. Maybe I sounded overly harsh, but in no way am I trying to dog the game at all, nor do I expect many if any of my suggestions to be considered.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh don't worry, you didn't sound harsh at all. That was a well written post, even if I don't agree with it.
    Just keep in mind that in a multiplayer game many audio-visual features can distract from the player versus player competition. A broken glass effect on the screen might look pretty, but it is also impairing. Too much darkness might make combat chaotic and create a feeling of helplessness, because you don't see what's attacking you. Guess what I'm trying to say is, sometimes less is more.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited June 2012
    It's when you see players warping everywhere and moving in an unnatural way that you get pulled out of the moment and think 'this game isnt finished'.

    Much of the time is spent fighting enemies who are not moving in a believable way. Jumping around is one thing, invisible pogo stick wielding break dancing marines is another. Are they motion captured animations? If they make more money they should motion capture different movements so you don't get the exact same jump animation no matter the speed or direction.

    The fundamental way to make a game feel immersive is to allow players the feeling they can effect the world. If I shoot a glass bottle in ns2_docking and all I see are some sparks, that is jarring.

    So, better animations, bug fixes, hit reg/hit boxes whatever, basic physics = gg :)
  • JoracyJoracy Join Date: 2012-06-17 Member: 153367Members
    Some of these ideas are a bit much, but I do feel like alien areas are far, far, far too bright. I feel like the power should be killed if an area is infested long enough, and that the emergency lighting should be less effective, and cut in and out fairly rapidly. Really drive home which parts of the map are strongly alien controlled, and therefore scary to go alone into.
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    <!--quoteo(post=1945013:date=Jun 20 2012, 09:53 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jun 20 2012, 09:53 AM) <a href="index.php?act=findpost&pid=1945013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they decide to bring back round lost on all units killed instead of just the command stations. They should have the marine's heads up display lose connection to the command station and remove the minimap and vitals from the hud. While giving the hud a static interference look and causing the marine to breathe unsteadily as he's trapped in a lost situation. All the while having their location display on the alien's map so the kharaa can easily find them and finish them off.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This in vortex mode on marines would be badass!
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1945013:date=Jun 19 2012, 05:53 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jun 19 2012, 05:53 PM) <a href="index.php?act=findpost&pid=1945013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they decide to bring back round lost on all units killed instead of just the command stations. They should have the marine's heads up display lose connection to the command station and remove the minimap and vitals from the hud. While giving the hud a static interference look and causing the marine to breathe unsteadily as he's trapped in a lost situation. All the while having their location display on the alien's map so the kharaa can easily find them and finish them off.<!--QuoteEnd--></div><!--QuoteEEnd-->

    there are scenes like this in all the half life games, and they work pretty well there (although they're a bit dated now)
    might be cool...might just be more stuff we don't need..
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited June 2012
    Or, we could just wait for UWE to implement starting ambient music like in NS1. The right background music is often underestimated as an immersive factor when compared to 'immersive' visual feedback such as blood spatter, camera obfuscation, lens flare, motion blur, or more text on 'helmet hud' -_-.
  • [Deleted User][Deleted User] Join Date: 2005-05-15 Member: 51659
    edited June 2012
    I mostly agree concerning the lighting and atmosphere in alien infested places.

    While the devs always said they don't want us to be fighting in pitch black (so we won't see the nice levels) turning it a bit darker wouldn't hurt it.

    And I'd love ambient music, games like Fallout always sounded extremely better because of it.

    Basically all the ideas concerning the more or less static levels= lighting, ambient sounds, the moving lights through fans (wasn't there an early engine video where we had exactly that?). Those would be great.

    The other ones would be either too much work or, as others pointed out, too obtrusive.

    And I'm all for random chatter: "Game over man! Game over!"
  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
    Give me good ambient music, and make it so Aliens don't have to WAIT for a marine player to build a power node to cut the power (like having infested areas go dark) and I'll be satisfied.

    Honestly, having the entire area pre-lit until a power node is built THEN destroyed makes no sense, and this lessens the alien's visual advantage since 9/10 times you have a starting hive that is fully lit for the entirety of the game. Aliens should have the darkness/red light advantage on their turf.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I agree with most the lighting and sound changes you propose. Its not a high priority though.

    At the end of the day though, this is a multiplayer, competitive title so any 'immersion' effects need to not intrude on the players ability to fight.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1945107:date=Jun 20 2012, 04:58 PM:name=Krull)--><div class='quotetop'>QUOTE (Krull @ Jun 20 2012, 04:58 PM) <a href="index.php?act=findpost&pid=1945107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While the devs always said they don't want us to be fighting in pitch black (so we won't see the nice levels) turning it a bit darker wouldn't hurt it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thats sad that they have that opinion, with the latest alien vision I think most of the maps look pretty cool as an alien, the red emergency lighting is lame and should be severly toned down.
    Aliens should be entitled to a decent buff for taking out a power node...a few seconds is hardly worth the effort.

    Make the maps looks cool for the aliens in alien vision, make the marines need to be powering things up or seeing very little (reduce by atleast 1/2 emergency ambient lighting), currently they can just run throughout a map with normal lighting...aliens cant reduce lighting in a previously unsocketed area (meaning often alien 2nd hives are fully light), this needs to be fixed as aliens cant eliminate lighting unless marines have already attempted to take an area.
  • MoodyMoody Join Date: 2010-07-18 Member: 72528Members
    Thanks for the feedback, you guys make fair points about intrusive effects. I suppose I'll wait until it's actually released to judge its immersiveness, just wanted to comment and suggest some things.

    As far as the random chatter, I don't mean for it to be cheesy B movie stuff. Like I said, Red Orchestra 2 is the only game I can think of that does a very good random chatter system, and in that game the chatter really draws you in, it's difficult to express without actually playing the game. But I do think it might be too much work since as stated, it would require a large repertoire of sounds so it wouldn't become stale. It could be considered as a post release update though, or would make an awesome mod perhaps.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Ambient sounds were super loud on one build and it was super annoying, so yeah they cannot be too loud.

    Something we discussed a while ago it make the voice chat better by having,

    1) Distance based communication, only nearby teammate hear you
    2) Radio communication to the whole team (with some light radio effect)
    3) Commander communication (clearer, and slightly mute the other ones)

    These would both improve immersion and gameplay, typically when you see a skulk coming behind a marine, you shout "behind you!" in you mic and the whole team turns around instead of only the relevant marine...

    I think some image post-processing could also improve the immersion (distance blur, ...). These kind of thing can easily be optional so everybody is happy.

    Map interaction , like using the toilets should be standard since duke nukem.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    In my personal opinion, a multiplayer game can never be really immersive unless all players on your server are actually role playing (and are very good at it). With interaction between players, you will always have stuff going on that has nothing to do with the game world or just doesn't quite fit in it, thereby destroying immersion.
  • NiklasdiverNiklasdiver Join Date: 2012-02-18 Member: 146675Members, Reinforced - Supporter, Reinforced - Shadow
    edited June 2012
    In my opinion, what OP stated about lights looking not right is mainly a problem with the games fog. I took a few screenshots and compared them, and exept for taking away colors and making dark areas less dark, they don't have any use to the game. Fog looks pretty terrible imo.

    EDIT: so i can't show steam screenshots here, but just compare it, fog makes everything look way to whiteish, and you can easily see in pitch black with fog on. It should just be removed completly.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    I wish I could get rid of the giant blinking waypoints, the red flashing screen on low hp, the static lines all over the marine UI and other annoying 'immersion' as it is :/ Functionality over obscuring artsy immersion anyday please.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
  • DethGauntDethGaunt Join Date: 2003-06-02 Member: 16938Members
    <!--quoteo(post=1945155:date=Jun 20 2012, 01:43 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 20 2012, 01:43 PM) <a href="index.php?act=findpost&pid=1945155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wish I could get rid of the giant blinking waypoints, the red flashing screen on low hp, the static lines all over the marine UI and other annoying 'immersion' as it is :/ Functionality over obscuring artsy immersion anyday please.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^^ Exactly.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited June 2012
    <!--quoteo(post=1945155:date=Jun 20 2012, 02:43 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 20 2012, 02:43 PM) <a href="index.php?act=findpost&pid=1945155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wish I could get rid of the giant blinking waypoints, the red flashing screen on low hp, the static lines all over the marine UI and other annoying 'immersion' as it is :/ Functionality over obscuring artsy immersion anyday please.<!--QuoteEnd--></div><!--QuoteEEnd-->
    /signed.

    At the very least make it possible to remove things like this through the options menu.
  • zeepzeep Join Date: 2002-11-01 Member: 3367Members
    edited June 2012
    The audio mix is not immersive enough too. It needs some balancing / mastering. And i'm not talking about added fx (yet).

    - Many times in a map some generator or other "static" sound is way louder than anything else in the game.
    - Stations the player interacts with (weapon loadout / gates etc) should be at a reasonably loud volume to make them sound 'strong'. Now some sound very dull/small while other things like mines make lots of noise.

    That raise in volume of alien footsteps a few patches back already improved immersion for playing marine. Hearing them crawling around adds suspense! Therefor immersion +1.

    Not to disrespect the sound engineer. I know he is skillfull. When the NS2 engine will be able to handle mastering better he can compress/limit the master output and most variations in volume we hear now will be gone. Everything will be loud enough.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1945159:date=Jun 21 2012, 01:02 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 21 2012, 01:02 AM) <a href="index.php?act=findpost&pid=1945159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->/signed.

    At the very least make it possible to remove things like this through the options menu.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Server setting would be better idea, also easier to set up for clan games v Pub games with the later being the audience more inclined to enjoy the immersion trade off.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <a href="http://imgur.com/9mv3f" target="_blank"><img src="http://i.imgur.com/9mv3fl.jpg" border="0" class="linked-image" /></a>

    Who needs a visually appealing game anyways.
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