Wakamarina Valley, New Zealand

Wakamarina Valley, New Zealand

Morcrist 25. sep. 2020 kl. 10:56
Impressions from a Gamer
Short version:

Amazing! Frustrating! Will definitely will buy the next one!

Please make more and make them faster! :P

Long version:

The visuals are amazing. I've been gaming for decades, and programming on the side as a hobby (using Unity), and really appreciate FPS type games with good visuals. Especially ones that remind me of Minecraft/ARK/Survival type games (one of my favorite genres). I love the focus effects! These projects of yours are SO immersive. Excellent work.

Contrariwise, from a gaming perspective I hate invisible walls and/or not being able to get to certain places that visually/physically speaking I should be able to get to. And there are a lot of them, unfortunately. When I'm forging out into waist deep water and am then teleported backwards to my starting point, however softly, I scream a little on the inside. When I'm walking through ankle deep water and suddenly I can't keep going and can't make it to the other side of the stream, I scream a little on the inside. :P

And please don't think that I fail to understand WHY this is the way it is, it's just frustrating as a long-time gamer.

Suggestions:

Consider spending a little more time on each level dumping some random foliage in the "empty" areas that are walled off, and then remove the invisible walls. Let us fall off cliffs if we want to. Let us climb over fences and run through open fields to the horizon. I understand at some point we're going to run into the outside wall of the "level", but as long as we're in the level we should be able to get anywhere we can physically travel to.

Which leads me to another point: consider adding some extra means of locomotion. Let us swim. Adding swimming to your animation controller is almost trivial in Unity, so I would imagine it would be relatively easy in Unreal as well. Let us jump! Crouching and going prone should be something we have access to immediately, and not be something that is gated.

The ultimate form of locomotion would of course be allowing us to fly, which from what I've managed to read here is possibly included in the form of the drone? I haven't gotten that far. But please consider allowing the player to fly as well. That's one of the easiest forms of locomotion to add to a controller, so why not?

Finally, please give us more preference options. Defaults could be how the game is at present. Extra options could allow the user to turn on personal flying, or toggle the ability to climb.

It seems like the focus of these projects is to showcase your ability to take a real landscape and realistically represent that in a virtual environment for people to enjoy. Mission accomplished, and very well done. However, the gameplay choices that you've chosen to incorporate are handicapped by the limitations that you place on the player such as lack of full locomotion, lack of accessibility to large portions of the environment, etc.

With all of that said, I can't stress enough how amazing these projects of yours are. My attention was immediately captured by the Australian teaser, and I was irrevocably hooked by the free Iceland demo. I definitely plan on buying your future projects!

Thank you so much for your time and talent!
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Matt  [udvikler] 5. okt. 2020 kl. 5:43 
yo! first off I really appreciate the thoughts and feedback, I'm super glad you've played the game and taken the time to think about it.

to respond to most of your suggestions, I guess I just wanted my game to be accessible for a wide audience, not only "long term" gamers. features like crouching and swimming, I don't feel like these would serve any purpose, and new gamers won't exactly have the instict/desire to do either of these. I guess I often took this approach to the design of the game, which I can understand if it feels like something is missing, but I don't think most people will notice.

also I hate invisible walls too, but after the amount of time it took to make this map I just couldn't have the energy to make it any bigger. also I can't remove the invisible walls completley, there would still need to be map boundaries (in some form)
MB 7. okt. 2020 kl. 1:24 
@Morcrist You asked for flying ... well, it's already there, as an easter egg to discover. (See the drone thread.)

Otherwise I agree with the developer's opinion here. I can hadly imagine people asking for crouching or jumping in such an experience, so no need for this imho. This is not a soldier training simulation, after all.

Getting completely rid of invisible walls is hard to impossible in a landscape that is supposed to feel natural. You cannot have cliffs and impenetrable thicket everywhere in a landscape like this. Roads do lead somewhere and fencing them off with a fence is imho a good solution.

However I also agree with Morcrist that invisible walls within the accessible area should be avoided whereever possible. If the player wants to walk straight through the forest and fall off cliffs, let them do so. I doubt anyone will sue the developer for a virtual broken leg. ;-)
taz.in.bc 22. jan. 2021 kl. 17:30 
This is funny to read, because in all of these "games" (sims, experiences, whatevah) one of the very _first_ things I tried to do was get into the water, because that's exactly what I would do in the real world! So I too was sad/frustrated that I couldn't go for a swim on the Australian beach, or into the river in NZ. Couldn't get more than about knee deep before I hit the force field. Also agree with the invisible wall critique in general. If I can see it, I should be able to get to it, unless there's a strong visual hint that I can't (closed gates, barriers, etc. are excellent hints). It's so immersion-destroying to hit a Star Trek force field in an otherwise realistic/convincing environment.

There are so many different ways of dealing with the Edge of the Model. In Assassin's Creed there's a kind of giant ominous curtain thing that is invisible until you get right up close, then it descends to give you a strong hint not to proceed further. So the world looks almost infinite until you actually get close to the Edge. Another method is to put an impassable barrier, like a sheer cliff, in the way; this isn't so useful if you're trying to replicate real places that don't have such features. Another is to just let the model end in gray limbo, and if you step into it you get transported back to the beginning. Which is kinda what you were doing on the footpaths on the Oz beach, but without the gray limbo part.

I didn't like the effect (Oz beach) actually, where I am trying to walk down a very real looking path and suddenly with no warning... I'm transported elsewhere. Frustrating! The path imho should have a barricade across it, or some other indication that I shouldn't go there (see Japan VR for some excellent use of real-world signage as hints and clues to no-go areas)... Parks do use signage like "vegetation restoration in progress, trail closed" which would do the trick. It does feel like having a treat snatched out of your hands with no warning, when you can see this delightful, tempting path right there in front of you... and you just get magically teleported elsewhere as soon as you start to walk on it.

I'll pass on crouching and jumping (this ain't Portal 2 or Boneworks!), but I did really want to walk into the water, put my head under, look at the rocks and the bottom, maybe see a fish... because again, that's what I'd do if I were really there. So my vote, fwiw, is swimming yes, crouching/jumping meh, and fewer "internal invisible barriers" (which make it not an open world, but a kind of snakes/ladders game with nice scenery).

Having said all that, huge props for the beautiful modelling (in every one of your projects)! That's a ton of work (I've done a little of this kind of stuff myself so I know). And you've put a lot of thought and art into it. Very well done! Both the Oz and NZ models have very nice vegetation mix, very convincing. I think virtual tourism is a huge thing just beginning, and experiences like these are the seeds from which one day a whole new "gaming" sector will grow. I love virtual tourism! Can't wait for it to blossom.
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