Aspect Centric, or maybe Aspect+ ?. (working name unless a different one actually exists?)
Note! This whole thing started here: http://www.widescreengamingforum.com/forum/viewtopic.php?f=56&t=19514&p=196196#p196196
Because with the current Hor+ golden standard, imagine what would happen with someone using two monitors in vertical placement. (two 16:9's for example)
With the current Hor+ cert rule a poor 16:18 smuck would almost have their arms chopped off.
But with a Vert+ for <16:9 and Hor+ for >16:9 they would see the same width as 16:9 and extended height,
just like WSGF'ers expect to see the same height as 16:9 but extended width with surround gaming.
So in my eyes the ideal is aspect centric, and a dev truly only have a choice between extending in the larger aspect "direction" or boxing it.
And it's kinda silly that if a game used boxing it would get thumbs up, despite showing even less for <16:9 or >16:9 than aspect centric would show.
Think of aspect centric as the same as boxing, but with the boxing mask "removed" (or transparent).
I'm basically saying that Vert+ (w/Hor 0) for <16:9 and Hor+ (w/Vert 0) for >16:9 should be treated the same as 16:9 boxed at the very least.
Now, if a game does not meet "Vert+ (w/Hor 0) for <16:9 and Hor+ (w/Vert 0) for >16:9" then that is a blemish obviously,
but it's kinda hard to see from those two photos due to the different (left right rotation mostly) camera angle in them.
If I where making a game I would probably choose to use "Vert+ (w/Hor 0) for <16:9 and Hor+ (w/Vert 0) for >16:9" as that would ensure that everyone would see the 16:9 area, and those with extended view would get extended scenery in the dominant aspect direction in relation to 16:9.
And the fact that I hate seeing "unused" areas of my screen despite knowing that the devs. designed the world in 16:9 artistically speaking (camera positioning/distance character sizes etc.)
The Hor+ only rule made sense when games was basically 4:3 designed by default, but these days (mostly due to consoles) they are instead 16:9 designed, so non-16:9 owners either get unused screen space (boxing) or aspect centric (thus extended view) "Vert+ (w/Hor 0) for <16:9 and Hor+ (w/Vert 0) for >16:9"
So what would this mean for the grading system?
Just a small change:
Instead of
"Hor+ for >4:3" it would be
"Hor+ for >16:9" and "Vert+ for <16:9"
Basically moving the "base" from 4:3 to 16:9, which kinda makes sense as 16:9 is starting to take over for 16:9 and 4:3 is diminishing quickly.
If anyone here thinks this is weird, then let me ask you this.
Do you penalize a game if it is "Hor+ for >4:3" but "Vert+ for <4:3" currently? (like say 5:4 displays), yeah just what I thought :)
In a few years when 4:3 and 16:10 is gone, 16:9 will be the minimum aspect, and everyone will have Hor+ regardless since 16:9 will be the minimum standard.
I'm just suggesting that WSGF moves from using 4:3 as the minimum base to using 16:9 instead.
aka:
"Hor+ for >16:9" and "Vert+ for <16:9"
How will this impact the list? Not sure, but I doubt that more than a few games will climb from B to A due to it,
the majority of games that do "Hor+ for >16:9" and "Vert+ for <16:9" have other flaws impacting their grade anyway.
So if a change to
"Hor+ for >16:9" and "Vert+ for <16:9" only causes a minor change in the overall cert list then I think it's worth doing so now, rather than later.
Remember, a game can be fully certified currently if it has Hor+ for >16:9 and letterboxing for <16:9,
but if that letterbox is made transparent it's suddenly
"Hor+ for >16:9" and "Vert+ for <16:9" but that will cause it to not be certified, something I really do not understand logic of.
Heck that letterboxing for <16:9 could even be made transparent using a game setting or config, effectively making it
"Hor+ for >16:9" and "Vert+ for <16:9".
Maybe calling it Aspect Centric is confusing, how about
Aspect+, it sound cooler and more descriptive, and add a description like this:
Aspect+ or aspect plus, refers to a behavior specific to certain games that support any resolution. An Aspect+ game is a game that when played on a screen with a wider aspect than it was originally designed for, it expands the horizontal component of the FOV while keeping the vertical component exactly the same, and when played on a screen with a narrower aspect than it was originally designed for, it expands the vertical component of the FOV while keeping the horizontal component exactly the same. This is similar to the Anamorphic behavior only without the letterboxing/pillarboxing. Aspect+ is considered the ideal solution since it takes advantage of the extra viewing area, while still ensuring that none of the originally designed scene's area is missing.
The only snag is knowing what the game was designed for, but these days 16:9 is replacing 4:3, and unless the port from console to PC is messed up most console games that support widescreen are usually designed around 16:9.
I'd love to see the WSGF logo and/or "Aspect: 4:3+" or "Aspect: 16:9+" or "Aspect: 18:9+" or similar on boxes and feature lists for games, indicating the viewable area will always expand from 16:9 to whatever the display is, and never reduce view area.