Most of us are probably familiar with the game, Assassin's Creed which was released a year ago and chosen game of the year, it was sold millions. What made the game so popular is quite obvious, its graphics and the world design. But what was it that made such a boom in the graphic works? What was it that many other gamemaker companies couldn't think of making?
Well, this quite simple. Assasin's Creed, as a game, used bodies as a semi-solid object and anything else in the game was various solid, mobile, pieces, objects. But wouldn't that mean scheming tons of different buildings, objects, characters? Nay. It was made, designing every single building, object, character, reflector, animal and every sort of thing in the game as unitable, which means you can add one inside of another. Also that it was possible to make it from perspective to perspective, which means, you can unite two buildings into one, and add a different unition for each perspective so that when you look from north you may see a cathedral with a gigantic patri headquarters and from the south, a gigantic cathedral built near a house, next to it, or on it. And the best part comes as that you can actually add a different view of inside of it. Therefore, all of the buildings in the cities were made uniting basic buildings together and making a whole. Objects are also made this way, uniting those designed object parts into a full object. But characters in fact are made differently. But as you might have noticed alerady there are not many types of characters in the game, as in, 8 different guards, one templar model, 11 different citizen models, altair himself, and other spesific characters, al-muallim etc. How come these characters are able to interact with the part-to-whole united enviorment without edge bugs? Why never our character gets into a corner, an edge and starts falling off the world forever? It is more of a fun! Just because the objects and buildings are all made as solid objects not just image-pasting for given coordinates but prepeared 3D and served so with that given style of programming. It is easy to distinguish a game hich is prepeared this way and a game which is prepeared image-pasting. After the Assassin's Creed game however, there are still not many games coming up with this tactic. Indeed it is a tiring duty for graphic designers but it is what needs to be done.
Producers are still focusing on improving image pasting qualities, improving images themselves, points of corners they have and softening their edges, adding more layers beneath each other to prevent bugs, and giving them solid points to interact with. Unfortunately this causes more unwanted and retarded things to happen, as you keep running through a tree, there is no difference running through a wall, cause solid points of the tree are given in linear not in its shape. Its shape is just images that are pasted behind those solid point box, which is most generally a cube. So, as Assassin's Creed II released, people will come to realise that this is actually the style of game making what it should be. If its going to take longer time, concentration and focus, let it be!