
Originally Posted by
Cadsuane
Caves are always perplexingly well lit in video games which is really too bad since 3d rendering doesn't meet with the same issues that low light film exposure does, ie. you actually can render something in 3d that looks alot like what the human eye sees in low light, like the gradual transition to monochrome and the ability to differentiate minute contrasts. Games like silent hill do darkness really well and games like that drip atmosphere so it's disappointing for me whenever my character goes spelunking in some other game and the abandoned caves are filled to the tits with mysteriously lit torches or just unapologetically lit up with no apparent light source at all. FFXI was stupid guilty of this but some allowances need to be made for the PS2 not being able to do that kind of filter and shadow mapping work, though even there some pains were taken to do something funky with light sources. If you guys remember walking around bostaunieux oubliette, the light source is pointed up towards the ceiling to give you that flashlight-under-your-chin spooky ambiance, and other areas do similar things with light direction and colour filters.
I'm with you guys on not making it into some tiresome artifice of gameplay but, some of you are looking at it way too mechanically. MMOs need immersion, and immersion requires atmosphere. That's why FFXI had music and dynamic weather and a bunch of other crap. Caves with invisible flourescent lighting are not immersive, unless you're trying to evoke the imagery of a trip to wal-mart. I'm sure conversely it wouldn't hurt anyone's suspension of disbelief if FFXIV toons just had standard issue magical glowing rocks glued to their lapels since that's the kind of shit you'd expect from a fantasy world pastiche, and neatly sidesteps the whole issue of fiddle fucking about with a torch mechanic.