3D Game Comparison

Game Entry Form

"Game vs. game. No hype; just facts."

18 compared games (78 comparisons) + 51 honorable mentions = 69 games

Last Modified: 8/4/07


Introduction IntroductionNews/Updates News/UpdatesComparison Table Comparison TableHonorable Mentions Honorable MentionsLinks Links

Note: This form is not ready so don't bother filling it in just yet.

The final form will have multiple pages to make adding all this information easier and less overwhelming--at least initially. ;)

  • Please enter as much information as possible so your entry is complete and I don't have to email you for more information.
  • A lot of this information can be found in the game's manual, website(s), or (p)reviews in magazines or on various game websites. It is preferred that you have experienced these things first-hand in order to verify that it actually exists.
  • If unsure, leave it blank. If semi-unsure, put a question mark (?) and/or describe/elaborate in the most relevant available text-entry field.
  • If plural, add amounts (mostly for "1" to distinguish between singular and plural) text-entry field.

    Examples:

    Category

    subcategory situation solution
    feature
    subfeature
    Feature is present but has no checkbox and only a text-entry field and (a) subfeature checkbox(es). Enter details if a subfeature checkbox doesn't apply.
    feature
    subfeature
    Feature is present but doesn't have any details or subfeatures (or you don't know). Just check main feature checkbox.
    feature
    subfeature
    Feature is present and you enter more details in its text-entry field). Don't check the checkbox (some text-entry fields should will automatically check it anyway).
    feature
    subfeature
    Feature is present but has a subfeature. You don't have to check the main feature checkbox (some main features will automatically be checked if a subfeature is checked anyway).
    feature
    subfeature
    child-subfeature
    Feature is present but has a child-subfeature. You don't have to check the main feature or subfeature checkboxes (some will automatically be checked if a child-subfeature is checked anyway).


  • EnginePlayer CharacterLevel/World DesignWeaponsNPCsInventoryOther


    GENERAL

    game
    website:
    circa (year of origin)
    genre
    action
    adventure
    role-playing (RPG)
    simulation
    strategy
    publisher
    website:
    developer
    website:

    ENGINE
    name modified
    website:
    developer same as game developer
    website:
    type polygon
    voxel
    NURBS
    optimization LOD (level of detail)
    portal rendering (connected "rooms")
    far fog clipping plane (landscape/terrain)
    collision
    detection
    2D (axis-aligned)
    vertical angle adjustment

    Atmospheric/environmental effects

    breath
    cold
    fire
    poison
    dust
    impact
    gas
    liquid
    spray

    fire hydrants
    soda cans
    water coolers
    shards
    glass
    leaves
    wood
    smoke
    explosions
    fire
    gunshots
    steam
    manholes
    fire
    water
    water
    bubbles
    current
    dripping/drops
    ripples
    splash
    waves
    weather
    transitions (smooth change from different weather)
    clouds
    moving
    decrease/increase
    fog (volumetric)
    lightning
    rain (decreases/increases)
    splash
    ripples
    snow (decreases/increases)
    wind
    fans
    flags
    trees
    other
    camera shaking

    lighting
    color colored white
    type dynamic static
    vertex volumetric
    shading flat (Lambert)
    smooth (Gourard)
    smoother (Phong)
    specular highlights (Blinn)
    effects coronas
    flickering
    lens flare
    lightmaps
    examples explosions
    candles
    fire
    flares
    flashlights
    gunshots
    lanterns
    lightning
    searchlights
    stop-/traffic lights
    streetlights
    torches
    windows
    particle effects
    blood
    breath
    debris
    dust
    explosions
    fire
    gas
    liquid spray
    rain
    shards
    glass
    wood
    smoke
    snow
    sparks
    steam

    physics

    player
    character
    NPCs vehicles
    gravity
    (bounce,
    roll, settle)
    bouyancy
    (floatation)

    friction
    (drag, slide)

    inertia
    momentum
    fabric
    fluid
    other

    reflection environmental mapping
    raytracing
    mirrors
    water
    other:
    shadows circular/ovalar masks
    cover: player character NPCs (animals/enemies)
    projected (soft/stencil)
    raytraced
    vertical angle adjustment
    multiple horizontal surfaces
    multiple light sources
    distance adjustment: lengthening/shortening
    player character
    NPCs (animals/enemies)
    buildings
    trees
    other:
    texture bit depth: 16 24 32
    filtering: anistropic bilinear trilinear

    mapping: bump mip

    environmental (cube sphere)

              glass metal
    decals:
    blood
    bullet holes
    explosion blasts
    hits/impacts
    detail
    procedural
    transparency
    (alpha blending)
    fade: dead bodies debris
    player model when camera close
    glass
    light beams
    water
    same as particle effects
    other:
    other
    camera:
    distortion:
              poison underwater
    shaking:
              earthquakes explosions
    cel shading
    inverse kinematics
    skeletal animation
    pixel-shading
    vertex-shading


    PLAYER CHARACTER

    name
    description
    (occupation, age, sex, etc)
    other
    customizable (clothing/skin/textures, etc)
    facial expressions
    fatigue stamina
    lip-syncing
    idle actions
    limping
    localized body damage
    underwater tinting
    actions/
    moves

    climb
    ladders
    fences
    poles
    crawl
    crouch
    drink
    eat
    drop object
    hit
    lie down
    jump
    kick
    lean
    left/right
    back/forward
    pickup object
    run
    search
    shoot
    sit
    sleep
    strafe
    swing
    vault
    walk
    footprints blood
    dirt
    grass
    gravel
    mud
    sand
    snow
    water/wet
    other:
    footstep
    sound
    dirt
    grass
    gravel
    metal
    mud
    snow
    stone (cement, big rocks, etc)
    water
    wood
    other:
    camera
    view
    1st-person:
    binoculars gun scope/sniper mode
    3rd-person:

    pan: keyboard mouse
    zoom: keyboard mouse


    LEVEL/WORLD DESIGN

    # levels


    (if more than one type: "1 world, 5 regions, 20 levels")
    locations
    (town/city/state/country/world names, setting/themes, time period, date/year, etc)

    Environmental/object interaction

    destructable
    environment
    terrain
    deformation
    break
    appliances
    dryers
    freezers
    refridgerators
    washers
    barricades
    barriers
    benches
    bodies
    books
    buildings
    ceramic
    vases
    commodes/toilets/urinals
    containers
    barrels
    boxes
    crates
    oil drums
    doors
    glass
    bottles
    windows
    fences (see metal & wood)
    food
    furniture
    beds
    chairs
    desks
    tables
    lights
    chandeliers
    flash
    street
    stop
    locks
    combination
    door
    key
    machines
    computers
    payphones
    soda
    metal
    chainlink fences
    grates
    pipes
    poles
    vents
    musical instruments

    poles
    powerline
    telephone
    signs
    billboard
    street
    wall
    showers
    sinks
    stone
    statues
    tanks
    fuel/gas/petrol
    oil
    oxygen
    propane
    trashbags
    trashcans
    vegetation
    plants
    trees
    vehicles
    airplanes
    boats
    cars
    motorcycles
    trucks
    vans
    walls
    wood
    boards/planks
    fences
    pallets
    close openable objects
    drop
    pickupable objects same as inventory
    open
    boxes
    chests/trunks
    crates
    doors
    bathroom stall
    cupboard
    freezer
    refridgerator
    shower
    sliding (glass/paper)
    drawers
    dumpsters
    toilets
    trashcans
    pickup
    ammo/weapons dropable objects
    pull
    levers switches pickupable objects
    push
    levers switches pullable objects
    ride
    animals
    elevators / lifts (unenclosed elevators)
    escalators
    moving objects
    vehicles
    throw
    pickupable objects
    other
    burn
    pick locks
    shoot
    turn on/off
    lights
    machines
    buttons

    Outdoor
    landscaping/
    terrain
    design
    gridlike
    mostly indoors
    natural/organic
    other:
    puzzles break
    evade detection/stealth
    find
    keys items
    follow
    steal
    traps/hazards falling
    shooting
    acid
    blades slicing
    breakaway floors
    darts
    cold/frost
    electricity lightning
    explosions
    fire
    lava
    poison
    quicksand
    radiation
    rocks
    spikes
    ceiling floor wall
    steam
    water
    other cutscenes
    full-motion videos (FMVs)
    level editor integrated
    linear level progression
    multiple routes backtrack-/returnable


    WEAPONS

    guns
    bazookas
    dartguns
    grenade launchers
    handguns/pistols
    harpoons
    machine guns
    rifles
    rocket launchers
    shotguns
    uzis
    blades
    axes
    daggers
    katanas
    knives
    maces
    machetes
    scimitars
    spears
    swords
    throwing stars
    bows
    short
    long
    arrows
    acid
    fire
    poison
    crossbows
    light
    heavy
    bolts
    acid
    poison
    explosives
    bombs
    C4 ("plastique")
    dynamite
    grenades
    fragmentary ("frag")
    incindiary
    mines
    trip-: pressure laser motion wire
    other
    pickupable objects
    bats
    batons
    blackjacks
    clubs
    crowbars
    darts (acid poison)
    flamethrowers
    hammers
    nunchucks
    pepper spray
    pipes
    prods
    rocks/stones
    slings
    sticks
    staves
    tools
    hammers
    screwdrivers
    wrenches (pipe-)
    utensils
    whips
    bullet holes
    shells
    eject
    hit surface(es)
    bounce
    make sound
    roll
    disappear: instantly after
    targeting automatic manual

    other
    stick in/to
    bodies ground walls other retrievable
    arrows
    bolts
    harpoons
    thrown weapons
    ejected clips stay on surface
    disappear: immediately after a while
    muzzle flash smoke
    other


    NPCs
    (non-player characters)
    animals/
    enemies
    birds
    eagles
    crows
    hawks
    vultures
    fish
    eels
    piranha
    dolphins
    sharks
    whales
    insects/bugs
    ants
    bees
    beetles
    flies dragonflies
    locusts
    scorpions
    spiders
    wasps
    mammals
    apes
               gorillas
               chimpanzees
               monkeys
               orangutans
    bats
    bears
    bulls
    cats
               cheetah
               jaguar
               leopards
               lions
               pumas
               tigers
    dogs
    elephants
    hippos
    horses
    humans
    jackals
    pigs
               boars
               warthogs
    rats
    rhinos
    wolves
    reptiles
    alligators
    crocodiles
    dinosaurs
    lizards
    snakes
               Cobras
               rattlesnakes
    vegetation
    flowers
    plants vines
    trees
    other
    aliens
    beasts
    bigfoot/yeti
    bots/droids/robots
    centaurs
    demons
    dragons
    dwarves
    elementals
    elves
    faries
    ghosts
    ghouls
    giants
    gnomes
    goblins
    gods
    humanoids
    imps
    kobolds
    monsters
    mummies
    ogres
    orcs
    pixies
    shadows
    skeletons
    statues
    sprites
    succubi
    trolls
    vampires
    witches
    wraiths
    zombies

    AI
    (artificial
    intelligence)
    assist/help player
    attack immediately
    distractable
    dodge
    duck
    evade
    flank
    get help (other AI, sound alarms, etc.)
    guard
    gunshots scare
    hide
    awareness: light sound
    other:


    INVENTORY

    design items: store combine use
    other:
    items ammunition
    armor
    binoculars
    books
    clothing
    compass
    food
    health
    bandages
    drugs (painkillers et al)
    kits (first-aid)
    potions
    keycards
    keys
    light sources
    flashlights
    lanterns
    torch(es)
    map
    2D
    3D
    add notes
    pan
    rotate (automatic manual)
    zoom
    money (bills/coins--not gold)
    puzzle objects
    treasure
    gems
    gold
    jewels
    weapons
    other:
    pickups sprites
    3D
    automatic (move over)
    manual (select/grab)


    OTHER

    difficulty levels
    in-level save
    motion capture
    multiplayer online (only)
    sound Aureal3D (A3D)
    Creative Labs Environmental Audio (EAX)
    DirectSound 3D
    EAX2
    Miles Sound System (MSS)
    stereo
    surround
    doppler effect
    other:


    Comments:

    Thank you for taking the time to submit a game to be compared!


    ^ Top
    © 2014 Eep²