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Search - "unreal expectations"
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The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3 -
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The world needs to know the truth
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Have to make a separate rant for this cause it deserves to be outlined and for the whole world to know the truth about my junkhole trash country Serbia (europe)
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$1000 usd is 6 figures in my currency.
In economy schools they said
If you earn $1200/month usd in serbia you are in TOP 3% of highest earners
If you earn $2500/month usd in serbia you are in TOP 1% of highest earners
This must mean that i am now in TOP what 10% of highest earners in my country?
A bearly over 10,000$ usd a year, is TOP 10% of earners in Serbia. And i have to work 2 or perhaps 3 dev jobs as 1 person to be fortunate enough to be in those TOP 10%
And every day i keep seeing multiple 5 figure and 6 figure USD expensive cars, lambos ferraris brabus g wagons audi rs7 mercedes s class (2023) porsches, and when I say porsches people here LOVE porsches so much more than any other fucking car that porsche has became the most common car here that people drive! A used Porsche is at minimum 80,000$ usd!!! Thats 8+ years working my job, assuming im not spending 1 single cent, just to buy a used porsche, while hundreds of people drive them daily!!!!
My neighbor sold his mercedes s class and bought a GLS AMG 2023 brand new for over 225,000 fucking $!!!! Thats over 225 YEARS OF MY LIFE working this matrix job without spending a cent to buy that car. This is fucking RIDICULOUS
The world HAS to know the truth about corruption and slavery happening in Serbia. I will be the voice of truth that shall not be silenced. Anyone claiming otherwise is working for one of these corrupted shitfucks.
Incredible how corruption and unfairness sets you free out of the box than playing the matrix game. Unreal to me. I knew it was bad but i never knew it was THIS bad
If I was earning a normal wage salary i wouldnt be complaining. A normal wage salary for me is at minimum 100k a year. Or if i have to be generous then high end of 5 figures. Thats the only way to afford to buy one of these cars. Because how else do these fucking people buy them? Obviously not by working a matrix job
If you think i have unrealistic expectations then you need to unfuck your mind and realize that we are working a VERY difficult fucking job in this tech industry, SO difficult that a 100k should be the fucking minimum. Out of sheer respect towards this EXTREME HARD WORK, we DESERVE to get a high compensation in return -- not a fucking survival slavery wage salary bullshit! The moment you realize that you're underpaid if you earn less than 100k as a software engineer, is the moment you have unfucked your mind and now you have found the truth!18 -
Some days I feel like I’m a very slow developer. Spend a lot of time doing small fixes and building features that in my mind should be fast. Don’t know if I just have unreal expectations or not3
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5y+ exp in react.
First commit is about 5y ago.
It's for a big startup in Brazil.
Way to scare of actual decent developers.3