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submitted 9 months ago* (last edited 9 months ago) by The_Picard_Maneuver@startrek.website to c/gaming@lemmy.world
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[-] DangedIfYouDid@lemmy.world 4 points 9 months ago

Curious to hear more about your stance on view distance because you felt it needed to be mentioned twice.

I can't imagine anything about increased potential being inherently bad in an of itself, but it does present more opportunities for level designers to fall short by under-utilizing the spaces.

There is a level of charm that came from the compromise forced by technical limitations which pushed a lot of detail into sky boxes and other 2D workarounds to simulate a 3D space. Even so, it was always frustrating when you became aware that those details would only ever be unavailable to explore up close.

[-] thehatfox@lemmy.world 2 points 9 months ago

Spyro the Dragon launched in 1998, a year and bit after that issue of Next Generation linked. Spurs was one of the first games to make use of varying levels of detail to expand the view distance.

The level design of Spyro took advantage of this to encourage the player to explore the levels with Spyro’s glide jump by making interesting areas of levels in the distance more visible.

The game received a lot of praise at the time for its graphics and gameplay.

this post was submitted on 05 Feb 2024
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