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Typical game examples that have gone on to become popular (-ish, in some cases) include Zelda: Ocarina of Time, where a sparkly effect occurred every time you opened a chest); Final Fantasy X, where each character had some kind of special effect regarding their weaponry, ranging from magic spells to Tidus’ slash with the Brotherhood sword, giving off a frosty vapour near the point of impact; and more recently Morrowind, with its swishy magicka effects.
But these pyrotechnic effects can’t make a good game great all on their own - they also need a sense of atmosphere and rightfulness which will enhance the player’s perceptions of the game, not misinterpret them. For example, you can say that having “out of this world” magic effects, with varying colours of the rainbow appearing after every spell is cast, will boost the effectiveness of the idea that casting magic is real in that virtual world - but having explosions, bright lights, etc. just for the sake of it, for instance in a first person shooter where firing a pistol will result in a massive fart-like explosion from the barrel, just isn’t worth it for the sake of having more special effects than the next game.
Pyrotechnics (what a word, eh?) are also attractive to the player, in that the effects stand out because of their bright, vibrant colours. Of course, this is not at all realistic or in line with the real world, so only “fantasy” games such as Zelda and FFX (basically those which use magic) can implement these effects with no loss of the game’s sense of direction regarding realism.
In addition, it’s worth pointing out that for magic effects and explosions to work, a background setting must be in place for the results to be satisfactory. For example, if magic is cast in the desert with the sun blazing at you (virtually speaking), it will be difficult for the player to see the effects take place. On the other hand, if a spell was cast in a gloomy dungeon, the effect will give the player a greater sense of achievement or loss (depending on the nature of the spell).
So the next time you play a game heavy on the pyrotechnics, look (and listen) closely to those that you find absorbing, and those which fail to make the game any more exciting for you - you’ll soon notice that there’s a pattern of features included amongst those which work - proving that for the function of effects to be successful, all the creators of the game have to do is stick to a tried and tested formula.
Delta
Interesting post, but I can't think of a better reply...
I think that saving big explosions and light shows for a climax give them proper effect. If they were in the game ALL the time then they'd lose their effect and become boring.
If a game wants to look consistantly amazing then it has to keep impressing in different ways.
One level could be buzzing with lightshows and fireworks while another shows the sea in all it's glory... or something along those lines...
I must admit I really like any kind of sparkly explosive effect in a game - the more multi-coloured it is the better.
If I could design a weapon that would feature in a game, I think I'd create some kind of vicious lock-on rainbow-beam laser with a special attack called: the 16-way Ricochet Dream Cascade.
You just can't beat psychedelic ultra-violence. :)
Typical game examples that have gone on to become popular (-ish, in some cases) include Zelda: Ocarina of Time, where a sparkly effect occurred every time you opened a chest); Final Fantasy X, where each character had some kind of special effect regarding their weaponry, ranging from magic spells to Tidus’ slash with the Brotherhood sword, giving off a frosty vapour near the point of impact; and more recently Morrowind, with its swishy magicka effects.
But these pyrotechnic effects can’t make a good game great all on their own - they also need a sense of atmosphere and rightfulness which will enhance the player’s perceptions of the game, not misinterpret them. For example, you can say that having “out of this world” magic effects, with varying colours of the rainbow appearing after every spell is cast, will boost the effectiveness of the idea that casting magic is real in that virtual world - but having explosions, bright lights, etc. just for the sake of it, for instance in a first person shooter where firing a pistol will result in a massive fart-like explosion from the barrel, just isn’t worth it for the sake of having more special effects than the next game.
Pyrotechnics (what a word, eh?) are also attractive to the player, in that the effects stand out because of their bright, vibrant colours. Of course, this is not at all realistic or in line with the real world, so only “fantasy” games such as Zelda and FFX (basically those which use magic) can implement these effects with no loss of the game’s sense of direction regarding realism.
In addition, it’s worth pointing out that for magic effects and explosions to work, a background setting must be in place for the results to be satisfactory. For example, if magic is cast in the desert with the sun blazing at you (virtually speaking), it will be difficult for the player to see the effects take place. On the other hand, if a spell was cast in a gloomy dungeon, the effect will give the player a greater sense of achievement or loss (depending on the nature of the spell).
So the next time you play a game heavy on the pyrotechnics, look (and listen) closely to those that you find absorbing, and those which fail to make the game any more exciting for you - you’ll soon notice that there’s a pattern of features included amongst those which work - proving that for the function of effects to be successful, all the creators of the game have to do is stick to a tried and tested formula.
Delta