abnegnejs, on Jun 16 2008, 01:02 PM, said:
I'm sorry if this seems like a stupid question, but despite reading the posts in this thread, I still can't quite see the difference between NORG and what krise madsen described as "realism as we understand it in most games". If someone could clarify this for me, I would greatly appreciate it.
It's certainly not a stupid question
Lightspeed, on Jun 16 2008, 01:36 PM, said:
in its most basic interpretation NORG is the difference between starting from the beginning versus starting at the end.
traditionally, many of the ingame features are implemented after a lot of the groundwork, engine and hardcode has been put built in so that when it comes time to implement ingame features, developers are forced to use work arounds or settle for inferior alternatives to what would appear on the battlefield in real life.
NORG meaning Natural Order of/for Realistic Gameplay means you don't think about what you want in the game after you've done the hardcoding - you work out exactly what you want based on real life and build that into the game development at the start of development. All the things that should be ingame are there, and act/behave as they would in real life.
in Ghost Recon - you couldnt walk over/fall off edges of cliffs or buldings (why not? bcoz it wasnt considered until too far down the track and was considered too difficult to implement at a later stage). NORG says in real life you could/would fall off a cliff/ledge if you went to close to the edge - so the Devs must factor this into the development at the start of development, not deal with it at the end.
in Ghost Recon - your stances were stand, crouch, prone (what about all of the points in between?). NORG considers all stances that are available in real life first...and develops second.
thats how I interpret NORG.....
abnegnejs, on Jun 16 2008, 01:53 PM, said:
Thanks, that makes things a bit more clear. So essentially, NORG is a concept more at the development level rather than the game itself? Obviously the development of a game is what makes the game, but there are several different ways of ending up with one game.
Yes, it's first and foremost a development tool. When developers approach a problem they say "what would NORG do?", sort of. It's not a list of how to do things, but more of a mindset or philosophy. As the player you will likely experience a higher degree of freedom in how you play the game. Generally speaking, what works well in real life will work well in the game.