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MMORPGDesignProtocol?!?


MXFive

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I noticed that in Star Wars: The Old Republic, Star Trek: Online, and Champions Online: Free For All, all of the environments are vastly over-scaled. The buildings have extremely-high ceilings, and the spaces that the buildings enclose are gargantuan.

 

Especially in the case of STO, the bridge of the 1960s USS Enterprise is much too big, and the ceiling is much too high, compared to the sizes of the people who inhabit it; it does not, at all, match the scale of the bridge that is shown on the television-show.

 

In SWTOR, I understand that Coruscant and other planets have ultra-tall skyscrapers, but even these edifices are out-of-proportion in-relation to the characters. These environments also do not match the scale that is shown in the Star Wars films.

 

Is this MMORPG-design-protocol? Is there a technical-reason that the environments in SWTOR and other MMORPGs are tremendously over-scaled?

 

I thank you, in-advance, for your insight.

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From what I understand the reason for this is camera collision. If the ceilings were not that high you would spend alot of time looking at the top/back of your character's head. :cool: There was a thread on this on the STO forums a couple years ago and I believe that was their reasoning for them. Same thing happens in WoW and most other 3rd person MMO's. Your camera sits above your character and the higher ceiling allows for more depth of field when exploring indoor areas.
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From what I understand the reason for this is camera collision. If the ceilings were not that high you would spend alot of time looking at the top/back of your character's head. :cool: There was a thread on this on the STO forums a couple years ago and I believe that was their reasoning for them. Same thing happens in WoW and most other 3rd person MMO's. Your camera sits above your character and the higher ceiling allows for more depth of field when exploring indoor areas.

 

Thank you for your answer, Crowcaine.

 

STO's reason is confusing, however, if it is also BioWare's reason. For example, in the Mass Effect console-games, which also are of the 3rd-person perspective, the environments have the correct scale.

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