When is a "When we gonna see FPS games with totally destructable environments?

Soldato
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Hi,

When we gonna see FPS's with totally destructible environments?

I mean wouldnt it be ace if we could get a tank to blow a wall/house up so we could ambush the enemy?

Say a c4 charge on a wall in cod4 to charge in?

The Terrorists in css actually blowing something up when the bomb goes off, so that it effects the map & provides a new layout for subsequent rounds?

Am I mental? Does anyone else think that would be ace? Are we likely to see anything like this in the next 5 years?

I just feel true destructible environments are whats missing in all FPS's.

EDIT LOL AT MY THREAD TITLE - I FAIL AT THE INTERNETZ
 
They still aint fully destructable though, only certain places on buildings blow out, once they gone you can't knock them down.
 
lol must say I did do a double take at the thread title.

Not a FPS but remember Blast Corps? Destructive fun at its best :cool:
 
I just want to see an FPS or infact any game with better physics. I'm not talking about ragdolls and destructable terrain, but things like dynamic liquids (imagine shooting a water tower with gallons of water just splashing about), rain that actually works like rain, terrain that can change shape (after let's say an artillery shell) and so on.
 
Red Faction.

Me and a mate dropped the PS2 framerates to about 1 a second by making pretty much half a map fall away :)
 
It would be cool but pretty impractable atm? imagine the amount of processing power needed for it.

Just think of the lobby scene in the matrix in an FPS with the pillars getting shot to pieces :cool:
 
Was it any good? How did they control level design? An FPS would be pretty boring if you could just destroy walls and walk in a straight line to the end of the game.

As a game, it wasnt very successfull.

Multiplyer was fun as you would just blow the wall away and shoot your mates. Not everything was destructable, so that you still had to follow a story line, but there were times when it was cool. Normally getting into locked rooms by blowing through the wall etc.
 
Red Faction's system still had considerable limits though - numerous indestructible walls, bits of scenery and so on.

If anything, just to stop you breaking the game by sidestepping entire sections of it by tunneling through the map.
 
Yeah, Red Faction is nothing special, got a lot of hype at the time but the environment isn't totally desctructible.

Personally I don't see the need for it anyway, you need some kind of level structure from a game design perspective, channelling players down an appropriate path etc. A freeform 'sandpit' environment is fun for about 10mins but ultimately it's not as rewarding as a well-scripted linear FPS.
 
Red Faction's system still had considerable limits though - numerous indestructible walls, bits of scenery and so on.

If anything, just to stop you breaking the game by sidestepping entire sections of it by tunneling through the map.

That and the large sections of stealth where just unholstering your weapon meant you gt shot by 50 people at once.
 
As a game, it wasnt very successfull.

Multiplyer was fun as you would just blow the wall away and shoot your mates. Not everything was destructable, so that you still had to follow a story line, but there were times when it was cool. Normally getting into locked rooms by blowing through the wall etc.

Yes i played it on ps2 and pc,shooting the floor away next to a corner was fun and watch them run around the corner and fall down the hole.
never did finish the single player on the ps2 and can only remember the mutiplayer on the pc,i cannot ever remember if it was RF1 or 2
 
Personally I don't see the need for it anyway, you need some kind of level structure from a game design perspective, channelling players down an appropriate path etc. A freeform 'sandpit' environment is fun for about 10mins but ultimately it's not as rewarding as a well-scripted linear FPS.

Well no, not necessarily. Depends on the type of game. It'd be fine for multiplayer and single player deathmatch type games, mission based games and such. And in a linear story based FPS, you could easily prevent people deviating from the path which they are 'supposed' to be going down with good design.
 
I still think a genuinely 'totally destructible' environment would have too big a scope for most SP FPS. I mean, what if a big crater gets blown in the floor and you fall down it, then you're stuck. How do you cater for situations where players (deliberately or otherwise) try to exit the map (say continually firing rockets into an obstruction)? One of those lovely invisible walls would kind of ruin any sense of realism provided.

It'd be an absolute nightmare from a QA standpoint to say the least, not to mention creating a lot of extra work for level designers (since they'd no longer be able to use physical barriers anywhere near as much, the staple tool since the dawn of time.
 
Well no, not necessarily. Depends on the type of game. It'd be fine for multiplayer and single player deathmatch type games, mission based games and such. And in a linear story based FPS, you could easily prevent people deviating from the path which they are 'supposed' to be going down with good design.

If the environment was 100% destructable, you cannot design a path for players to follow.
 
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