[quote] I need to lead you back to where we started again. I am talking about the fact that all the UE3 engines are Vert+ not HOR+.
EPIC Licesensees mostly, if not all use Vert+, by default. This WAS NOT, IS NOT a design decision by 2K.
Side note observing your behaviour:
You keep and should cease chunking down the converstaion into minute details and trying to proove your knowledge on all the different species of ants when we are clearly discussing an elephant.
You've slipped into a seductive mode of fallacious thinking--imagining that a bunch of weak arguments add up to a strong argument. One of the things that scientific training teaches is how to break an argument down into its fundamental elements and examine their validity.
Clearly I am not a scientist, and either are you until you proove it, and regardless, that will not make you more qualified to create an opinion. However that does not mean we both cannot develop opinions and arguments, and I appreciate your time and effort you are putting into your posts.
So let's now put it all back together to examine the validity of your argument. Your claims are as follows:
1) Epic, for some incomprehensible reason, chose default FOVs for the Unreal 3 engine very different from those used by most FPS games in the past.
2) Multiple independent development teams, people with years of experience in FPS game development, and with millions of dollars riding on their design decisions, somehow failed to notice this, simply accepted the default, and never bothered to question it or playtest different FOV options. Statements from a developer that they did in fact test dozens of 16:9 FOV variants before coming to a final decision are lies.
That is fairly cose to what I am trying to say. I am more so pointing to the use of VERT+ instead of the usual/expected/tried/traditional HOR+.
And your total evidence for this unlikely-sounding hypothesis
That is where you scientific opinion is about as qualified as mine. Even though you are still not a scientist to me. Regardless, again it wouldn't make you more qualified to construct an opinion. That being said, I believe it is a likely-sounding hypothesis.
And your total evidence for this unlikely-sounding hypothesis
as follows:
1) You don't like the FOV of Bioshock or the way it handles aspect ratios.
2) All Unreal 3 engines use the same FOV and way of handling different aspect ratios.
Except there is one small problem: #2 is false. Gears of War uses a different FOV from Bioshock. Rainbow 6 Vegas is not even "VERT+"
Now here's a test of logical thinking--if similarity of FOV or handling of aspect ratios is evidence for your hypothesis, then aren't differences like GoW's wider FOV or Rainbow 6's handling of aspect ratios evidence against it?
What you are saying is definetly possible, no doubt about that. You also must admit and I am going to ask you too, that what I believe is not impossible either is it?
However, I believe it is far more likey, around the 80-90% more likely mark, that the reason BioShock has VERT+ is because EPIC already developed it like that. The reason Gears has a different look (FOV/aspect ratio or whatever) could be for many reasons, and one is that it is different because it is a 3rd person game with from what I hear and led to believe is a different style of play. Regardless it is still VERT+ much like most if not all of the other UE3 engine titles.
That being said, I still think that BioShock's widescreen was implemented incorrectly, poorly and was not to do with design decision but rather a default or a recommendation by EPIC. Please, also do not insult anyones intellegence and use the media release as some sort of evidence that it was so. Just because 2K said they did it a certain way does make it so. They only thing that is so, is that they will act in the best interest of thier investors, and if they hold more corporate responsibility, they will act in the best interest of all thier stakeholders.
Furthermore, forgetting to change a default is not the only possible explanation for similarities; there is an alternate explanation. In particular, there is a logical reason why developers producing games for widescreen should prefer to maintain the same FOV for the 4:3 version, and why we will almost certainly see this done more and more often in the future:
Now that I nearly totally disagree with. Granted it is possible that they think that, however it would be shortsighted of them and not a sound economic decision for the medium term.
The reason I say this is because the future of visual human interface, ie the screen, is headed in a wider direction, according to Ed Lantz (which is the paper I refered to a few posts ago) The visual human interface is to assimilate immerson and realism. The more immersion and realism the more effective the communication is delivered. The whole point of communication is to get the most effective message across. Media, advertising, movies all follow this principle.
To reach TOTAL VISUAL immerson and realism we have to stimulate all of the visual nerve endings, leave none spared. Obviously this is not an attainable teachnology right now. But in the meantime stimulation of the more important visual nerves is more effective for communication. Those nerves are concentrated on the horizontal plane, as we are surface dwellers and use our horizontal view much more significatanly, of which anyone cannot doubt. So until we are using head mounted displays we are stuck with screens, screens which are getting wider and can also be multi screened to increase peripheral stimulation.
So restricting in game viewing to VERT+ is shortsighted. It means the wider technology tries to go the less someone sees. If they wanted to achieve what you are saying, they could have simply put black bars on either side of the game for widescreen users. But guess what, that would not go down to well at all.
It is basic economics. As more potential customers come to own wide aspect ratio screens, it becomes less and less cost-effective to invest a lot of money and effort into optimizing the 4:3 display. So what is the most economical way to support 4:3? In contrast to games developed initially for 4:3, games developed for 16:9 are likely to use the full width of the 16:9 display for such things as scripted events. Simply chopping off the sides to fit it into 4:3 runs the risk of cropping off important parts of scripted events. In addition, 4:3 players may be blindsided by enemies that they were supposed to see coming, but don't because of the narrower FOV.
So cropping off the sides means an expensive investment in 4:3 playtesting, perhaps even adjusting scripted events and level design--hardly cost effective when fewer and fewer of your customers even own 4:3 screens. How can you save that money, and devote it to improving aspects of the game that are more likely to increase sales? Simple! Don't crop off the sides at all. Letterbox the 16:9 FOV into the width of the 4:3 display, and open the view up vertically so that it is not so obvious that the 4:3 version is really just a letterboxed version of the 16:9 version.
Nup, I don't swallow that, and neither did the other game engine developers who supported HOR+.