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Editorial   

DayZ and the Future of Virtual Realism

The rise of simulated fantasy is all around us.

Facades


Another series I play for an immersive experience is Grand Theft Auto.  GTA3 was a revelation to me. Driving through streets in the first-person driving mode, listening to reggae radio stations as rain poured down and pedestrians outside mumbled insanity – it all added to the ambiance. Sure, killing people and cops is fun in too, but what really does it for me, is simply driving around in another world – that, and car chases with the police.

With the clumsy weight gain in San Andreas, and the lame social activities of GTA IV, Rockstar fumbled in adding to this immersion. The most obvious place to start was all around them: the plethora of buildings that made up these giant cities.  The cities may be big in these games, but they are predominantly empty.  You can drive for miles before coming across a building that can actually be entered.  The city is a lie – it’s all a façade of empty polygons.

One of Rockstar’s other titles, L.A. Noire, succeeded in other areas of creating player immersion – not with a typically stylized atmospheric experience – but with painfully realistic crime scenes and non-player character facial animation that made suspect interviews harrowing in their human accuracy and subtlety that is uncommon in current games, but is a sure sign of the future.  However, this game too was limited by an empty world and only a handful of suspects in a supposedly living city of millions. 

Red Dead Redemption
And this is why some realistic experiences suffer so – the technology and the wherewithal to create truly huge worlds just isn’t there yet (though it will be, in time).  That’s another area where DayZ has the edge: most of that world is dead, except the player and a handful of living (and reanimated).  The post-apocalyptic setting provides a convenient cover for the developer to focus on a finite amount of details, rather than a huge but vacuous world.  The empty landscapes of DayZ are instead filled with fright and the constant possibility of hideous death at the hands of zombies or human bandits.  Instead of being alone in this world, the player has the sense they are constantly being watched.

This is where Rockstar’s other game, “Red Dead Redemption”, succeeds.  It makes sense for the West to be empty, because it was an expansive wilderness sparsely populated by both good people and bad.  While riding through the plains, one might see nobody, or one might come across a person in honest need of help, or meaning only to harm.

Until the technology exists to truly fill up these open worlds with random possibility, they will always feel empty. A truly living 1940’s Los Angeles would be an exciting place to explore – but to create that intricate world is a nightmare.  Sticking with understandably empty settings (the American West or decimated cities) is our best chance to feel like we’re in the midst of a realistic simulation. 

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Comments

Coolsetzer

07/26/2013 at 03:41 PM

Very cool article. I haven't heard a new viewpoint like this in awhile. I suppose that was why ZombieU was popular. Once your character died, they were gone forever. I wish Skyrim was more realistic as well. Even though it was fun to be godlike in those aspects you mentioned, I found it strange that you could swim in the arctic ocean as well. heh

Matt Snee Staff Writer

07/26/2013 at 03:49 PM

hey thanks, glad you liked it.  I've been thinking about this article for a while. I mean, I wouldn't want them to change the Elder Scrolls necessarily, because people like them how they are mostly, but it would be nice to have the option for greater realism. 

Justin Matkowski Staff Alumnus

07/26/2013 at 06:07 PM

Great article, Matt. I'm also intrigued by what the future will bring in terms of simulation/more immersive gaming experiences. I think only now is it really being conceptualized, as opposed to before, where features like degrading weapons for example followed a more regimented "use it 3 times and it breaks" system that really didn't make sense. When certain games strive for such realism graphically, the fact that the player (and enemies) can take several shotgun blasts to the face seems a bit ridiculous. I personally cannot wait to dig into a retail copy of DayZ, and I'm hoping they smooth out the mechanics for the zombies and preferably make them slow shamblers (I'm a purist, what can I say?)

Personally, I truly enjoy a nuanced world not entirely like our own. I would be far more interested to explore the nooks and crannies of an alive and breathing Witcher moreso than say, Grand Theft Auto, but that is just my opinion. I shared your interest in a more environmentally-immersive Skyrim experience, and lo-and-behold, there is a great Skyrim Mod called 'Frostfall' where you suffer from the cold, frigid waters will kill, you must set up camp and rest etc. Here is a video to check it out!

Matt Snee Staff Writer

07/26/2013 at 07:41 PM

hey, thanks, Justin!  Glad you liked it.  Yeah, I'm always looking for more realistic, immersive experiences, and often I'm disappointed.  But I truly think that as time goes by it will be more common.  And you're right: taking several shotgun blasts to the face is a little hard to believe! 

I think I've heard of that Skyrim mod.  I figured there would be mods for this kind of stuff, but since I can't get them to run on my PC, I didn't really research them.  But there's a Skyrim mod for everything, I guess.

Glad you enjoyed the article!

daftman

07/26/2013 at 09:01 PM

I never really given these things much thought. Can't say I've ever played a game with such detailed attempts at immersion nor have I wanted to, though I can see the appeal. The constant fear of death in DayZ sounds reminiscent of my short time with Demon's Souls, though, and that has me intrigued because I can't say I've ever had a similar experience to Demon's Souls.

I'm sure someone will some day make a game with a truly living city. It will also probably take a thousand-person team ten years to make and cost a billion dollars Tongue Out

Anyway, good article. You have a good "voice" for this sort of writing. Keep it up!

Matt Snee Staff Writer

07/26/2013 at 10:12 PM

thanks, man, I'm glad u liked it. 

I was really impressed with DayZ, obviously.  There was a realism yet an immediacy that I hadn't seen elsewhere. 

And yeah, someday there will be a truly living virtual city.  What a sight that will be.

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