Control's destructible environment blew me away. I spent so much time just blasting things around. It felt so satisfying. Always wondered how the devs pulled it off while maintaing acceptable frame rates.
What's funny is that it's so well condensed and summarized that even with some of the post mortem stuff it sounded super easy to make. Obviously it isn't or it would be more of a standard in games, but I really left with the impression of "wait, that's it!?" haha.
@@Ayoul I think it's more to do so with the love of the craft. Remedy has always been a studio that went above and beyond. Just look at the lore. And it really comes down to the team if they want to add this element or not. If they have the time? Would it facilitate gameplay? And I think it checked all the boxes and they just went ahead and did it.
A totally agree with you, but the acceptable framerate is quite funny. Console sometimes dropped down to 20 FPS while in a bossfight. Even on pc I dropped from ~100 FPS to 60.
It's particularly helpful for Control that the need to despawn environmental destruction effects to avoid nuking computers can actually happen closer to where the player is, because it's integrated into the narrative of the game. As is moments where destruction physics break down somewhat. Having an emergency valve you can pull even in front of a player if required allows devs to push the systems much harder without worrying about it.
Control is an outstanding game! Incredible storytelling... and to achieve that, the building had to be a character in itself... and it is! This talk shows how much _control_ you had between the vision and implementation! [Pun intended! Ahahahah] Keep on rocking!
I would love Remedy to make a Star Wars game where you can force push and other force powers in a game like the older game Force Awakens. But using their tech and know how.
We need voxels, polygon physics destruction is so old and very generic it's not really dynamic as voxels can be! Why not invest in voxels! Look at dreams on PS4 absolutely fantastic tech but companies like yours are holding back graphics tech!
@@SirSogMuffins Tbf, Epic kind of incentivising/buying exclusivity is not really the opposite of trying to be a monopoly, but I think at the end of the day the devs have the choice and if they choose Epic because of the higher share or incentive from Epic, I totally don't mind. I'd rather know I supported a dev I like even though I need to move my mouse a couple more pixels to click on another store's icon.
Ayoul I think he was referring to how Steam basically has a monopoly (mostly) over the PC game storefront/livrary market, but "gamers" end up hating on Epic when they offer something to challenge that "monopoly". I think Epic giving devs more options is great, really, especially since, well, one huge perk available for almost anyone that chooses to take it is free access to Unreal Engine 4. But "gamers" don't seem to be willing to look at things from the dev point of view, they just want their convenience to buy on Steam or get cheap shit or whatever. I'm all for devs being able to take more profit from their net revenue, since it means they have more money to do more cool things.
@@TheAmazingCowpig I don't like the way Epic Games goes about buying exclusivity, instead of competing directly with Steam by offering a better digital store with improved features. For example, when Origins appeared it offered an improvement through their refund system. Steam responded by implementing something similar. That's productive competition. Epic Games doesn't encourage such competition, but IP exclusivity. This is not costumer-oriented and it will lead to something similar to the current situation with Netflix and other movie streaming services. They compete with exclusivity, not with better services.
Control's destructible environment blew me away. I spent so much time just blasting things around. It felt so satisfying. Always wondered how the devs pulled it off while maintaing acceptable frame rates.
What's funny is that it's so well condensed and summarized that even with some of the post mortem stuff it sounded super easy to make. Obviously it isn't or it would be more of a standard in games, but I really left with the impression of "wait, that's it!?" haha.
@@Ayoul I think it's more to do so with the love of the craft. Remedy has always been a studio that went above and beyond. Just look at the lore. And it really comes down to the team if they want to add this element or not. If they have the time? Would it facilitate gameplay? And I think it checked all the boxes and they just went ahead and did it.
A totally agree with you, but the acceptable framerate is quite funny. Console sometimes dropped down to 20 FPS while in a bossfight. Even on pc I dropped from ~100 FPS to 60.
@@MaxxPlay99 That is still a very acceptable margin, considering 8th gen consoles all have really really weak CPUs.
@@linhza501 Jup. Really impressive
Control was certainly my game of the year! Such an incredible experience that was!
absolutely! Mine too
7:30 "And, that plant is made out of plant." 🌱 Wonderful talk. I have not played Control, but now I am bitten.
Was just about to say the same thing. We've been blessed wjth such wisdom.
concrete: break into children...
It's particularly helpful for Control that the need to despawn environmental destruction effects to avoid nuking computers can actually happen closer to where the player is, because it's integrated into the narrative of the game. As is moments where destruction physics break down somewhat. Having an emergency valve you can pull even in front of a player if required allows devs to push the systems much harder without worrying about it.
Oh yes Remedy! Take control of my youtube feed!
Control is an outstanding game!
Incredible storytelling... and to achieve that, the building had to be a character in itself... and it is!
This talk shows how much _control_ you had between the vision and implementation! [Pun intended! Ahahahah]
Keep on rocking!
Started playing the game last week..man I am HOOKED
I would love Remedy to make a Star Wars game where you can force push and other force powers in a game like the older game Force Awakens. But using their tech and know how.
I recommend watching the video with speed 0.75.
Great stuff!
Would like to know more about SDF though.
Me too. I went digging for how Northlight implemented full scene sdf, and couldn't find anything. Very cool and I'd love to learn more.
Wonderful presentation! Thank you for sharing 👍
“It’s only too much if you have more than two hundred AND three hand grenades” and this is why I love game dev
A wonderful talk!
Fascinating stuff!
Great talk! Thanks!
I like the use of memeology on some slides
Remedy is the Christopher Nolan of game development
which destructible environment?
What i wouldn't give to just download your technical knowledge into my brain
Great talk! By the way, memes in slides are so Finnish lol. Start to miss Finland.
Cursor moved at 15:03
oh my god yes please
I hope Dice was watching this, this and Battlebit videos...
What is DCC?
5:01
Game design is hard, but I’m harder. Wait...shit.
We need voxels, polygon physics destruction is so old and very generic it's not really dynamic as voxels can be! Why not invest in voxels! Look at dreams on PS4 absolutely fantastic tech but companies like yours are holding back graphics tech!
Wow. What a moron
Too bad the game still hasn't released on PC.
it is on the Epic Stor... wait I see what you did there
>gamers
>cries about monopoly
>also gamers:
@@SirSogMuffins Tbf, Epic kind of incentivising/buying exclusivity is not really the opposite of trying to be a monopoly, but I think at the end of the day the devs have the choice and if they choose Epic because of the higher share or incentive from Epic, I totally don't mind. I'd rather know I supported a dev I like even though I need to move my mouse a couple more pixels to click on another store's icon.
Ayoul I think he was referring to how Steam basically has a monopoly (mostly) over the PC game storefront/livrary market, but "gamers" end up hating on Epic when they offer something to challenge that "monopoly".
I think Epic giving devs more options is great, really, especially since, well, one huge perk available for almost anyone that chooses to take it is free access to Unreal Engine 4. But "gamers" don't seem to be willing to look at things from the dev point of view, they just want their convenience to buy on Steam or get cheap shit or whatever.
I'm all for devs being able to take more profit from their net revenue, since it means they have more money to do more cool things.
@@TheAmazingCowpig I don't like the way Epic Games goes about buying exclusivity, instead of competing directly with Steam by offering a better digital store with improved features. For example, when Origins appeared it offered an improvement through their refund system. Steam responded by implementing something similar. That's productive competition. Epic Games doesn't encourage such competition, but IP exclusivity. This is not costumer-oriented and it will lead to something similar to the current situation with Netflix and other movie streaming services. They compete with exclusivity, not with better services.