Difference between revisions of "Test"

From GIBS WIKI
Jump to: navigation, search
Line 26: Line 26:
 
| style="padding:2px;" |  
 
| style="padding:2px;" |  
 
<h2 id="mp-tfa-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;">What are gibs? A brief history.</h2>
 
<h2 id="mp-tfa-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;">What are gibs? A brief history.</h2>
In most first-person shooter games, if you attack with great force, enemies will fall into pieces. These are called gibs, and have been used in computer games for a "realistic" death effect. The problem is that for a very long time, once the enemy was killed by the player, its "lifelike" model disappeared, and was immediately substituted by a bunch of fragments that fall to the ground. These fragments were different models – gib models specifically, designed to look dead, and not part of the original enemy. Glossed over with special effects, this does approximate the process of exploding a body, but is in fact just a replacement – in video games, there is no continuity between life and death.<br>
+
 
 +
In most first-person shooter games, if you attack with great force, enemies will fall into pieces. These are called gibs, and have been used in computer games for a "realistic" death effect. For many years, once the enemy got killed by the player, its "lifelike" model disappeared, and was immediately substituted by a bunch of fragments that fall to the ground. These fragments were different models – gib models specifically, designed to look dead, and not part of the original enemy. Glossed over with special effects, this does approximate the process of exploding a body, but is in fact just a replacement – in video games, there is no continuity between life and death.<br>
 
This became less true with the rising adoption of simulated ragdoll physics, forerun by Trespasser in 1997. There, ragdoll physics prompted the developer to abandon modelling sensu stricto gibs, in favour of a mechanic wherein a killed dinosaur would naturally collapse to the ground. Such a depiction of death was less brutal, similarly realistic, and closely resembling how many parents explain death to children – "the dinosaurs are sleeping". The gibs era can be considered over with the introduction of a synthesis, [[citation needed], the game which allowed players to chop off any part of an enemy's body, thus reestablishing the link between life and death we know from physical existence.  
 
This became less true with the rising adoption of simulated ragdoll physics, forerun by Trespasser in 1997. There, ragdoll physics prompted the developer to abandon modelling sensu stricto gibs, in favour of a mechanic wherein a killed dinosaur would naturally collapse to the ground. Such a depiction of death was less brutal, similarly realistic, and closely resembling how many parents explain death to children – "the dinosaurs are sleeping". The gibs era can be considered over with the introduction of a synthesis, [[citation needed], the game which allowed players to chop off any part of an enemy's body, thus reestablishing the link between life and death we know from physical existence.  
  

Revision as of 13:19, 4 January 2017

This is Gibs Wiki

What are gibs? A brief history.

In most first-person shooter games, if you attack with great force, enemies will fall into pieces. These are called gibs, and have been used in computer games for a "realistic" death effect. For many years, once the enemy got killed by the player, its "lifelike" model disappeared, and was immediately substituted by a bunch of fragments that fall to the ground. These fragments were different models – gib models specifically, designed to look dead, and not part of the original enemy. Glossed over with special effects, this does approximate the process of exploding a body, but is in fact just a replacement – in video games, there is no continuity between life and death.
This became less true with the rising adoption of simulated ragdoll physics, forerun by Trespasser in 1997. There, ragdoll physics prompted the developer to abandon modelling sensu stricto gibs, in favour of a mechanic wherein a killed dinosaur would naturally collapse to the ground. Such a depiction of death was less brutal, similarly realistic, and closely resembling how many parents explain death to children – "the dinosaurs are sleeping". The gibs era can be considered over with the introduction of a synthesis, [[citation needed], the game which allowed players to chop off any part of an enemy's body, thus reestablishing the link between life and death we know from physical existence.

Where to start

The centrepiece of Gibs Wiki, the database table, is located at 3D Gibs in 3D games.
If you have any quick tips on gibs, but don't want to fill in the database, please submit them at Tips on gibs

Why create wiki about gibs?

The phenomenon of gibs is important because they were the first in-game objects to receive their own mechanics of unscripted interaction. Within the rudimentary, pre-ragdoll physics simulation, players could shoot or kick to place the gibs into any arrangement, or even weaponise them against opponents. This had no use with regards to the narrative, story or objective – it was just for amusement, but the fact of contributing time to create a breakthrough mechanic just for these purposeless acts has opened a long tradition in first-person shooters. They are also the only objects which were intended to be seen from all sides.

How you can help

Established in 2016, this wiki is happily open to all contributors. Gibs Wiki's aim is to create a comprehensive database of all gibs, starting with the earliest and most primitive ones. However obscure, earlier games will be treated by admin with priority. The recommended research method is an archeological one. Instead of archeogaming, which means playing games with an archeological mindset, I propose archeomodding, which concentrates on scavenging for models directly within game archives, using modding tools to navigate the plethora of obscure file formats and fan-created software – without in-game insight into what we're dealing with. Attempts to catalogue items will remain quite close to real excavations, in which we can only deal with decayed material remnants of a culture without ever having access to its reality. This method also welcomes mistakes like believing that ancient Greek sculptures were white, instead of vividly painted as we know now, leading to a misconstrued but nonetheless fortuitous phenomena like the style of neoclassicism. Read About the Gibs Wiki Method for full guidelines.