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Syranetic
11th Jan 2014, 19:27
With destruction now being quite common, my hope is that there are plans to implement destruction at a later stage in development after the game is released. However I just wanted to ask if this was something that simply could not make it in an early stage of the game?

In situations of 4v4, it seems far more realistic to expect destruction not overtaxing systems while in session as much as... say an MMO with hundreds of players on at once.

Being able to charge through certain buildings or objects would be very exciting... like a wall that a human might be hiding on the other side of.... a scout flying through a window and breaking to grab someone and exit the other side... Creating an exit where there wasn't one before for a trapped group of humans in an alley (using explosives)... With only certain classes capable of heavy destruction it could help re-inforce teamwork.

Psyonix_Corey
11th Jan 2014, 19:39
Unfortunately it's just not realistic with the tech the game is built on. We're using Unreal Engine 3 which has a ton of advantages, but one of the downsides is that its lighting model does not lend itself well to lots of dynamic world content. More modern solutions like you see in CryEngine or Unreal 4 are much better at handling these sorts of things.

There are exceptions to the rule, but in general if you see the type of behavior you mention in an Unreal 3 game, the team has invested significant technical resources into modifying Unreal's renderer and lighting pipelines to better handle them. We are a small team focused primarily on gameplay and online systems so it's never been an approach we've taken.

It's also worth mentioning that in our experimentation with the type of stuff you mention during development (destructible objects, game changing events, etc.) they quickly become somewhat formulaic in a team deathmatch-focused title that sees you fighting over the same maps frequently. Is it still fun to blow up barrels the 40th time you've done it in that spot? Scripted games like Left 4 Dead have shown this can be done well in small doses, but it ends up shaping the entire game design to avoid repetition.