I think it's great looking. Awesome work!

Quote:
to be honest it is hard to balance quality required by close FPS view, and performance to have the possible highest number of NPCs


I honestly have to say, reduce quality. I mean the gameplay is so vastly more important.
But - I'm not much of an opinion, I've only played few games.
BGaE I had a great linear flow.
State of Decay (While in the end losing my attention) reduced quality in favor of gameplay(bug ass hell).
ME-SoM was a bit easy and handheld, but they reduce quality in favor of letting me be in circled and head-chop 30 orcs at once (Being Overpowered can be fun as hell if death is one step away).

I'm reading a lot these days about open world beautiful boring games (Not my opinion, just summarizing).There is a shared opinion about gameplay, not quality. People love the quality but are feeling a lacking in gameplay. I got this collective opinion by reading and watching youtube after googling "Why are games so boring."

Last, to be fully honest - I usually miss a lot of the beauty in a game. It's environments and art flash by as I run, dodge, shoot and hide. Even in real life, I've noticed like 'paintball' in "Big Bend National Park" that I'm far too focused and so somewhat tunneled visioned on the task to see the park. I start to simplify tree growths and land features as basic shapes to hide in or shoot from. Sure the next day we hike and just see the beauty, but then there is a lot less action going on.

The key might be in understanding the player's activity levels. In times of high action reducing quality might give you more resources and be less noticed. If I run for a door in a fire-fight I'm not looking at the textures hard. However, if I'm just walking slowly around under no stress the door texture might get a lot of notice.

It's an amazing piece of work and I'm sure it's going to make a big slash. I ranted a bit, but when am I ever going to get to provide early input to a great looking game like this! smile