Fully Enterable Buildings In Gaming [Future Of Games 1/6]

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Each Decade, Video Games used to advance majorly as technology moved forward. Yet lately, games seem to be more focused on making their content centered on online stores, rather than new features. This video considers the possibilities of fully enterable buildings, a potential advancement many people want to see in games.

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1:52 Sponsored Segment
2:51 Is It Worthwhile
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19:15 Outro
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and build your city today!

What do you think about Fully Enterable buildings? Would this be good or bad for open-world games? Is it even possible? Is it worthwhile? Let me know if I got something wrong, or you think you have better ideas- I just thought it would be an interesting topic. It seems like games these days focus more on building “in-game stores”, rather than advancing the industry forward with new revolutionary features.

DarkSpaceStudios
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I remember playing GTA IV for the first time and accidentally finding so many enterable buildings. I’ll always love the abandoned casino, lawyer building and sprunk factory. So many fun times with friends and cop fights. GTA V disappointed me with the lack of buildings enterable

TrialzGTAS
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If a game can make you feel small without you being physically smaller that’s in my opinion one of the most important parts of immersion

kalle
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In Assassin’s Creed Unity, a decent part of that game’s map of Paris had fully modeled explorable interiors. I remember parkouring from the roof of a building into the window of another building, running around its interior, then jumping out of another window onto another building. Granted, many of these interiors were copied and reused across the map (I think they may have used procedural generation or something similar but I’m not 100% sure of that) but they were still able to maintain the illusion.

Diamond-ummg
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They should’ve at least let us use all the interiors already created from the missions.

TOPNOTCHIDIOTS
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One of the reasons I loved playing fallout 4 so much was the fact that many of the buildings could be entered and explored, and all of them felt unique. It felt like there was always something new to see.

deluxemonster
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This was one of my big fantasies when I was a kid.
I sort of just thought of all buildings as "real" and enterable, but maybe not for the PC.
I remember just being blown away by GTA because you could exit the vehicle.

tardwrangler
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The thing that I loved about Ghost Recon Wildlands is that literally every building in the map had an inside, and while a lot of the buildings were generic copy/pastes of others, it allowed for much more dynamic gameplay especially in big cities

nightninja
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Interiors were a big part of Saints Row 2's charm. You had multiple multi-floored cribs that could be rag-to-riches upgraded, multi-floored nightclubs, 2 huge museums, a community center, a gambling den underneath it, a playable hotel casino, dozens of hidden locations, quickie marts, restaurants, airport, and every SR2 purist's favorite: the underground mall. Most of these were all a part of the main map and you could walk through the door. The mall has an elevator that ports you in that literally only lasts a second, but even then; you could drive down the parking garage and enter it manually/seamlessly.

GTA V may have tons of instanced rooms, but SR2 is the only non-MMO game I can think of that lets you flow through the veins of an open city.

mr.voidout
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What makes Elder Scrolls so great and immersive is every building and every floor of every building is enterable

AzaiaMonota
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This is what I like least about gta5's map, almost nothing has any interiors, and exploring the world gets boring quick because there's only one major city and nothing to really do in it.
Rdr2 definitely fixed that issue and I hope to see GTA 6 take the route rdr2 took with random houses, saloons, and shops all having interiors.

lumbagoboi
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This makes me want a Die Hard-style game which takes place entirely inside a single building, but every aspect of that building is fully modeled and realistic allowing for countless approaches to a single objective

lukesams
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Elder scrolls cities are small, but you can enter basically any building. It adds a lot to the world.

Freakingbean
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It looks like parallax interiors are going to be a main stay in a lot of games as not only was it used in Marvel's Spider-Man, and The GTA Trilogy, but now in titles like Saints Row the reboot and The Last Of Us Part 1. So I definitely expect more devs to utilize this technique in the future.

nonaborhan
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I remember True Crime NYC tried doing this by having 100 enterable buildings with a random side mission attached. It was the same interior with a different texture set and the RNG missions were repetitive but it was really trying to make NY in the game feel real.

hawken
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I always dreamed of a GTA Game that would be explorable in and out. From building interiors to accessible means of transpors(busses, boats, planes, cruisers...)

Waiknz
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I’ve always loved this. Back when Vice City had those “secret areas” I remember thinking it would only get better from here.

hatednyc
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Star Wars Galaxies allowed fully enterable buildings nearly 20 years ago, they did it by having instanced interiors of a few set rooms with different furniture arrangements (set by the player). There was some lag and the interior furniture and decorations sometimes took a while to load, but players could build cities multiple kilometers across with every building enterable (if they made it public).

moffxanatos
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One of the reasons that "The Elder Scrolls" is my favorite Video Game Series, is because every single location is enterable. Sometimes it will say a door can only be opened with a Key, but obtaining that Key is not impossible or anything, just locked behind a Quest. Every Building, every Cave, every Castle. Now, we just need another Elder Scrolls game in the next 200 years, but other than that...

DeadSpacedOut
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There's also the limitations on human creativity and capabilities of making a game like that, that's worth playing. Many games have made something so vast and explorable, but it doesn't mean much when it all feels so empty.

zbrigade
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