Good luck with an underwater game - you'll need it.
Res
Join Date: 2003-08-27 Member: 20245Members
There is a reason why there are very few underwater games out there or even games that have any sort of underwater "levels/quests/etc.". No game has ever done the camera view and control of your character underwater very well, especially near the surface of the water.
It's also more than that though, many people psychologically do not like the feeling of playing something that is slow and lumbering, which your character would be underwater, let alone any claustrophic feelings some people may have with a limited view distance underwater.
Many many games that have tried to incorporate some sort of underwater level or underwater aspect in their game have gotten feedback saying that is one of their worst levels/quests/etc.
Now if you take away these "drawbacks", such as your character/submarine being slow turning/moving and make draw distance extremely high, then why not just have this game in space? ... I know I'd much prefer all the features mentioned in this game in space rather than underwater.
It's also more than that though, many people psychologically do not like the feeling of playing something that is slow and lumbering, which your character would be underwater, let alone any claustrophic feelings some people may have with a limited view distance underwater.
Many many games that have tried to incorporate some sort of underwater level or underwater aspect in their game have gotten feedback saying that is one of their worst levels/quests/etc.
Now if you take away these "drawbacks", such as your character/submarine being slow turning/moving and make draw distance extremely high, then why not just have this game in space? ... I know I'd much prefer all the features mentioned in this game in space rather than underwater.
Comments
With all the new technology in the industry, UWE's creativity and our love for their games there should be enough power to create or innovate this niche of games.
I'm just not too sure about that "procedural generated world" hype lately. But we'll see.
Seriously though, as I already mentioned in the other thread, the concept doesn't grab me personally but I'm positive theres plenty of people who would love this sort of thing. Also, bare in mind that just because its "underwater" doesn't mean that it has to be realistic. Its just a setting, they can make the physics any way they want.
Personally, I'm quite interested in this. It's still going to be a Sci-Fi game. There are just about as many ways to solve the problems people are apprehensive about as the limits of one's imagination. Not too mention, this is going to be a sinlgeplayer game (afaik). Which really changes the gameplay design equation quite a bit. With Cory's visual imagination and Charlie's design brain (come on guys, he came up with NS...), and the tack on the skill of the rest of the group; I'm pumped.
Subnautica being sci-fi will allow for enough room to find an explanation for more agile movement of your submarine if gameplay calls for it.
On the other hand I wouldn't mind a game with slower pace as long as the atmosphere of being hundreds or even thousands of meters beneath the ocean is conveyed in an enjoyable way.
Having said all that, I must admit that the OP isn't totally wrong. There are a lot of games that don't provide an enjoyable underwater experience. But consider that most of these games are build around terrestrial game mechanics with the aquatic bits just added as a change of scenery. Subnautica will probably be build from the ground up with that setting in mind.
Also: look at what they achieved with NS(2). Look at the complexity and uniqueness of that game and how well it all comes together; something that is unrivaled in gaming industry. I believe if there is a dev out there that can make this concept work, it is UWE! I'm thrilled for Subnautica and I'm certain it is going to be a success.
Also there is a reason why there aren't many games like ns2, but luckly enought that didn't stop UWE either. I prefer they work on a big fail that brings something new then going the save way and bring something we all know.
OP, shorely not? An awesome underwater game? Salmon's got to do it and that dev could be UWE. I reely hope this works out but I fish they'd be a bit more pacific about the gameplay at this stage.
OBRAXIS OUT PUNNED.
If you look at the paralells of underwater and space games, visibility is one mayor difference. While space is a hostile environsment, flying around in a fighter does not give me any claustrophobia or constant feeling of danger. Because I can see what's around me for a hundert kilometers.
I remember playing Aquanox back in the day, which was basically a wingcommander-underwater. They did a lot of stuff right. Visibility was ok-ish, sonar, etc. helped a lot, too.
If you think Subnautica is going to have all those elements you listed that bug you, you dont have to buy/play it
And also, I think everything you listed would be elements needed for a realistic/Sci-Fi underwater exploration game
Especially the missions that needed the ROV to use.
Also bought Deep Fighter from the same developer, but it was rubbish.
I can't wait to see what a fully underwater dedicated game could look and play.
Also recently Assassin Creed 4 feature some interesting underwater stealth gameplay
See, while I think both of those games do the underwater thing well, I would LOVE to see an underwater setting that isn't dark, dreary and foreboding but rather full of life, colour, and fictionalised plantlife and creatures. I think that the concept art really shows a unique way of looking at the ocean that isn't trying to be realistic, but more fantasy.
I'm trying to think of something that accurately describes the look that I would like to see from an underwater game, but it is definitely along the lines of the concept art for sure. I did like how Mirrors Edge used colour so effectively, even if it came off as a bit repetitive. But then again, its a different setting and its only in 1 place (city). If you have different biodomes underwater, the possibilities are endless in terms of variety and diversity from a level design and artistic perspective. I can't wait!
Edit: I thought about some movies that share the same colour palette and maybe the the same 'vibe'. Avatar is one that springs to mind, especially with the flora in some of the scenes on Pandora. Maybe its time for a UWE movie sesh for inspiration? If anyone can think of something similar, help me out here!
Beyond that, I had my doubts when I first saw the announcement, but when I remembered what sort of tech we're looking at the next few years, I can imagine that this will be a very good game to merge with that technology.
http://unknownworlds.com/ns2/what-subnautica-means-for-ns2-development/
Totally agree on the first two paragraphs! Can't comment specifically on Avatar since I haven't seen that film, and I honestly can't think of a film that puts a focus on depicting alien flora and fauna... Since you mentioned colour palette though: that is actually going to be one of the few restrictions I doubt they'll be able to overcome, that the deeper you go the more all VIS frequencies except blue are absorbed by the water. So it will be difficult to explain a colourful deep sea (maybe alien oceans have different physical properties).
Oh, and it is BIOMES, not BIODOMES
:P :-B
Rofl whoops, too much NS2!
It may be more difficult to explain for sure, but why not break the restrictions of realism? That's why we play video games yeah? I think that a deep sea that explodes with colourful plant life, lava, bio luminescent things, etc would be really cool, but again, its just my wishlist.
I'm getting mixed messages from the concept art and the descriptions of what the game will be about in this regard, (Fantasy or Realism) but I don't find the way that AC IV and GoW3 did the water sequences very appealing. Even Crysis 3 was pretty meh for underwater sequences, and that game was beautiful in terms of graphics and colour palette.
I'm writing up a blog post about "Why are we making Subnautica", which you can read more details about this, but the summary is that a) underwater is unique, which will help us stand out, b) you can choose your experience by following terrain cues underwater, not in space and c) the game isn't about fast movement or combat, it's about exploring the unknown, so you don't need fast movement. Look for more details on our blog shortly.
NUFF SAID
Will have to see if it pays off.
It's unique
It has so much potential
It doesn't use the spark engine (I have no problem with spark myself, however a lot of people are having performance issues with it, which makes some people not want to play)
UWE already have a big following, so not only will you get a lot of the NS2 players getting SN, but you open yourself to a much larger audience.
SN has already got a lot of publicity, there are article about it from Eurogamer, The Escapist, Joystiq, Polygon and many more.
So I therefore believe that the title of this post should be changed to "GOOD LUCK WITH AN UNDERWATER GAME - NOT THAT YOU'LL NEED IT."
Imagine, whales ten times bigger than those on earth. Observing the Slugs mating dance on the bottom with their vibrating bioluminescent disco shows. Floating colonies of worms feeding on floating detritus that sinks down from upper levels. Tribes of Octopi that hunt in packs and use primitive tools. forests of Nautili basking in the warmer surface waters. Jellyfish the size of sky scrapers who like trees host ecosystems of their own. Curious creatures following your vehicles. Some of them staying at a polite distance, some getting themselves and you into trouble. Not to mention the alien creatures in the depths. Depths you possibly only reach after days of gameplay. Yes perhaps you can send a probe on a suicide mission to catch an advanced glimpse. Perhaps you could tag a large swimmer with a camera to see what it sees while it dives deep. But it will only be glimpses beyond a frontier that will always leave something new to discover.
At a certain depth, water will turn into ice under the sheer pressures. Maybe that's a natural border, the lowest point in the world you can reach. No light can reach that spot from above, but that doesn't mean there is no light. Forests of seaweeds could chemically produce their own light allowing for even more eco systems.
Imagine a lounge in your colony where you and your crew sit around where you can view videos and images recorded by probes by yourself and by other colonists. Your colleagues giving suggestions on what amazing things those strange creatures might have to teach you to further your technological skills. Whilst a large window to the outside shows an amazing vista of the coral reef that surrounds your colony.
I could get lost in such a world.