Post by GrandSerpent on 2021-06-12 02:59:05
A couple of key factors contribute to games feeling realistic and immersive, for me.
Clear art direction
I find games with a distinct, consistent visual style to be more interesting and "alive", regardless of whether their chosen art style is a "realistic" one.
AoC's environment art team have done a great job on this so far - the environments I've seen in the alpha are well-executed and visually striking. The biomes seem to have a clear visual identity, with restrained and deliberately chosen dominant colors. I particularly like the assets in use in the jungle areas - the trees feel massive and vividly detailed, and the use of orange and purple flowers helps break up the green and add points of visual contrast.
Well-implemented lighting and tone-mapping
This point is a bit more technical, but in my view both an important and a sometimes-neglected part of visual realism in games.
Tone-mapping, the process of converting the representation of lighting used internally by game engines back into something which can be displayed in the limited color-space monitors can output, has some unintuitive pitfalls, which can result in games looking overly saturated or having excessively high contrast, depending on the color correction settings used.
This is another area which I think AoC has done well on so far - levels of contrast between light and dark areas seem natural, and there's a good level of ambient light in interior scenes.
Ambient audio design
A varied, complex set of ambient background sounds also helps a lot with my immersion. Being able to hear things like buzzing insects, birds chirping, and rustling leaves, makes a significant impact on how "real" a scene feels.
Points of interest in the world
By "points of interest", I mean areas where some distinctive, unique assets have been used to create a landmark. This might be something like a half-buried shipwreck in a river inlet, or a forest clearing containing rune-etched standing stones. These can imply a backstory for an area, and add a greater sense of depth and history to a game's world.
Clear art direction
I find games with a distinct, consistent visual style to be more interesting and "alive", regardless of whether their chosen art style is a "realistic" one.
AoC's environment art team have done a great job on this so far - the environments I've seen in the alpha are well-executed and visually striking. The biomes seem to have a clear visual identity, with restrained and deliberately chosen dominant colors. I particularly like the assets in use in the jungle areas - the trees feel massive and vividly detailed, and the use of orange and purple flowers helps break up the green and add points of visual contrast.
Well-implemented lighting and tone-mapping
This point is a bit more technical, but in my view both an important and a sometimes-neglected part of visual realism in games.
Tone-mapping, the process of converting the representation of lighting used internally by game engines back into something which can be displayed in the limited color-space monitors can output, has some unintuitive pitfalls, which can result in games looking overly saturated or having excessively high contrast, depending on the color correction settings used.
This is another area which I think AoC has done well on so far - levels of contrast between light and dark areas seem natural, and there's a good level of ambient light in interior scenes.
Ambient audio design
A varied, complex set of ambient background sounds also helps a lot with my immersion. Being able to hear things like buzzing insects, birds chirping, and rustling leaves, makes a significant impact on how "real" a scene feels.
Points of interest in the world
By "points of interest", I mean areas where some distinctive, unique assets have been used to create a landmark. This might be something like a half-buried shipwreck in a river inlet, or a forest clearing containing rune-etched standing stones. These can imply a backstory for an area, and add a greater sense of depth and history to a game's world.