[QUOTE=Samurai.;468743]I am a little confused at the direction of your post. I am going to try and explain my response in as brief terms as i can manage…
The way i see it is that there are two types of graphical elements to the game if you simplify things:
[ol]
[li]The visual aesthetics of the game (Texture quality of models/environments etc that you can change in the menu)[/li][li]Game play aesthetics (what the game looks like due to game play features - abilities, movement, shooting etc which you cannot change as they are fixed by the game)[/li][/ol]
It seems from the way i am reading your post that you are mixing up advanced movement (which this thread is about) having a direct negative correlation on the aesthetics of the game (graphic quality) which just doesn’t make sense.
Example: The Crysis Games - They have very high visual aesthetics quality but also introduce some crazy game play aesthetics like jumping super great distances, speeding around the map etc. They attracted mostly or entirely a casual player base but still introduced very advanced movement systems.
My point is that the visual aesthetics of the game (which the mass player base will be interested in) should not decline in any way due to the game play aesthetics (which the smaller more niche player base is more interested in) … so why can’t we have the best of both worlds combined of advanced movement system + high quality visual graphics?[/QUOTE]
I understand your perception of my reply and I understand, that it appears to mix up two not really related things, but that was not my intention; so I’ll explain how it was meant.
Yes, the mere graphics(textures and 3D models) are one part of the overall aesthetics, and the movement/animation of characters a completely different one. With my example I just wanted to to say, we aren’t all purist enough to appreciate the game mechanics exclusively, without careing for the rest; i.e. if it fits the game, or if it looks aweful, or if it doesn’t make sense in the context of the game. Yet I think some understood what I meant, even though my example was a bit poor.
Thanx for the lesson
kiss kiss
PS: Crysis is another good example for a coherent style, where the movement system and the graphics are also part of the overall aesthetics and also contribute to the story. And even though I played neither of the Crysis games, I’d say, that’s exactly what would be needed, if SD is planning to expand XT’s movement system, something, that is part of the story and makes sense in the world of XT.