» Sun Jan 16, 2011 4:59 am
If there is one thing I want developed more in the gaming world... its real time, physics driven dynamic destruction.
Now, with that said... tech demos like this spring up all the time. First of all, Gamebryo has nothing to do with this since its clearly using a physics engine not standard to Gamebryo. Now, its really not all that hard to make a physics engine capable of real time destruction... however, optimizing it to work in a game is a whole other animal. Bohemia Interactive for example showed off a really nice dynamic destruction system for what ended up being ArmA2 back in 2005. Now, anyone who has played ArmA2 knows that when it came out 4 years later, it lacked any sort of dynamic destruction. Why? Well the developers explained it nice and simple... there were just far too many technical issues they could not solve, not the least of which were optimization for large environments, AI reaction to the destruction, solution for multiplayer, and streamlined content pipeline. Those are not simple issues to solve in this case.
The one and only game to date to even come close was in fact Red Faction: Guerrilla. It had physics drive destruction that was quite impressive, and they were even able to pull it off in multiplayer. It was quite an accomplishment, but there's a slight catch. The RFG developers have stated that they were pushing the 360 to its limit... yet RFG was lacking quite a few features that would have hurt it drastically if it was not RFG. The AI was terrible in the game, and lacked any sort of thinking ability (such ability requires a lot of memory/processor power). Sure the AI would realize if a building was destroyed or not, but since the AI didn't interact with, or try to use the buildings for cover in the first place this was not nearly as big of challenge as it could have been for a game such as ArmA2 or even an Elder Scrolls game. Also, the world map in RFG was very sparse and has little in the way of detail... which was fine since it was on Mars. But what if you wanted a world that wasn't bland, and closer to that of Oblivion? Given how resource heavy decent forest can be, RFG's destruction probably wouldn't work in such a game world at this time. The other major thing RFG did to cut down on non-destruction related resource use is make 99.9% of their NPCs randomly generated, and thus remove the requirement to keep track of their data once the player leaves the area.
So a quick recap... the one and only game to ever actually use dynamic destruction had these drawbacks.
-Bland, sparsely populated map that only worked because the game was set on Mars.
-Terrible, and very shallow AI that could do little other then run in and attack
-Random NPCs
-NPCs couldn't really use the destruction themselves, unless they accidentally shot a building you were in
Think about that for a second. Three years of strait development on RFGs GeoMod 2.0 physics engine resulted in a game that was only possible with those drawbacks. Do you really want to see such drawbacks in an Elder Scrolls game? That isn't even getting into the fact that physics based destruction is completely and utterly wasted in a hand to hand combat game. Sure, you could make spells that could destroy buildings... but would they really spend years developing a destruction system that someone might find a practical use for once or twice every 20 hours? Not a chance. Also, lets not forget that Skyrim is certain to use interior cells... so building destruction is out anyway. If you can't do building destruction, whats the point? Destroying game objects would be pointless, and would almost never be used practically. So were talking about a ton of development resources that would be used for very very very very little practical reason, and thats just not going to happen.
Again, these types of tech demos spring up from time to time. Until you see something running in a full functioning game, it doesn't mean anything. Taking a tech demo like this and turning it into a fully functioning game is like going from launching a model rocket, to launching the space shuttle. Either way I guess this is all a moot discussion since this destruction demo is not a "GameBryo demo", but rather a physics demo someone did and used GameBryo... and Skyrim is not using GameBryo anyway, but rather a brand new internal rendering and graphics engine. And believe me, Skyrims engine will not have any sort of complicated physics destruction.