It’s been my observation that AAA games use a subtle technique I like to call “tent poling”. There may be other terms out there that I am unaware of, but I’m using the term “tent poling” since I’m yet to see it discussed previously to this post and it fits.
“Tent poling” is the act of using tiny slivers of gameplay to showcase certain features or graphics that are otherwise impossible with regular gameplay in the hopes of creating the illusion that the entire game shares this quality.
So let me make a real world example.
Farcry.
Farcry is the absolute KING of tent poling.
In every Farcry game since 3 there is a scene where the main villain has a monolog at the the player in which the antagonist’s model is far more polygons and texture definition than the game can ever hope to achieve in regular game play.
It’s subtle, but if you pay attention it’s clear what they do.
The background is blurred, no doubt being replaced with a pre-rendered skybox, and the villain comes into focus in an ultra high def high poly model.
They say their bit. Then the scene is cut abruptly (usually with the player being knocked unconscious) and it loads the next scene.
When the player then plays the game and going forward they subconsciously see that villain as the high poly, large texture model from the cutscene.
This is not a criticism.
It’s actually a very clever technique to prime the player to believe the game is better than it is.
Now that said, this doesn’t have to be limited to graphics.
Imagine an encounter with an enemy that showcases a very intelligent, if not cpu intensive, enemy.
Now have them run into thousands of them.
You can swap out the AI script for a significantly dumber version of them, but from the prior experience the player is primed to think all of them are as smart as the first encounter.
Not really sure where I’m going with this but it’s something I’ve noticed and have seen zero tutorials on.
Opinions?