Are Virtual Worlds Worth It?
Junks Jerzey writes: "SIGGRAPH's Computer Graphics has an interesting article titled Are Virtual Worlds Worth It? which looks at the ever increasing complexity of 3D game worlds, and how such complexity is often at odds with the whole point of games (i.e. fun gameplay). There's a lot of good video game history in there as well (remember Jumpman and Miner 2049'er?). This was printed in the May issue of CG which just went online recently." Though this piece gets into some technical information about gaming worlds and the design process (as well as the audience of today's games), it starts with the simple question: "Are computer games any more fun now than they were 10 years ago?"
I actually think that this level of abstraction has nothing to with what I call the empathy a player has with a game character. It has to do with far more esoteric elements, like dialogue and action and what other characters say about the player, the basics of character in traditional drama - and/or options given to players to shape that character.
For example, I feel that JC Denton in Deus Ex is, for the most part me, to some degree. I have shaped that character through various choices into representing how I tackle the game world, how he looks, how he behaves.
On the other hand, Solid Snake from Metal Gear Solid completely elicits my empathy despite being a fully fledged character who I don't choose dialogue for, who doesn't grow in skills of my choice, and looks slightly less realistic due to old technology. But when *spoiler warning* a certain character got sniped and I had to find a way to rescue her, my heart was pounding. In that moment I had a complete game playing epiphany, I was honestly concerned for the character involved and was really determined to get some payback. This was because the game had taken the time out to develop a relationship and put it in crisis.
Now that in Metal Gear Solid 2 I can actually read the expression on Solid Snake's face I think the empathic response will grow. It's a stated intention of Hideo Kojima to insure that his face will be readable as much as possible to convey that emotion.
On the other hand, I really, really cared for my Avatar in Ultima V, rendered in glorious EGA - especially, in another special moment in gaming, when I was asked to free an innocent man, knowing that it would get me into deep shit and danger. I was posed with a choice that had more consequence than abstraction survival by dodging bricks, and as a result I felt like I was in the world. This much feeling for a stick man.
Abstraction of character in the best comic books almost come off as a psychic defense; the cartoonish look of Barefoot Gen (autobiographical comic about the dropping of the bomb on Hiroshima) or Maus have been stated as a means to try and work through the reality of the horrors portrayed.
The real important necessity for gaming, as I've been babbling about for years, is not the degree of visual realism, but rather the need for sharp characters and deeper plots than bad cliched retreads of the most juvenile and aesthetic elements of genre fiction. Get that right, and you'll see empathy skyrocket.
** http://www.nkhumanrights.or.kr/ ** Human rights in North Korea. 1 million estimated dead from starvation.
All graphical game designers (pro and otherwise), drop whatever the hell you are doing and pick up a copy of Scott McCloud's Understanding Comics.
This book has some imporant original things to say about the way people relate to abstract vs. realistic images, and should be a handbook to anyone doing graphical games. He argues convincingly that people are more engaged by abstracted images of characters precisely because they are more unspecific. The trend in games to be more and more realistic works precisely against this principle.
The question of whether or not games today, with their visual richness, are any more fun hinges on whether or not that visual richness is being used in ways which enhance the player's relationship to the game or detract from it. Read this book to begin to understand how this works.
-*- Any technology indistinguishable from magic is insufficiently advanced -*-
Don't tell me for a moment that Ultima Underworld is anywhere near as easy to play as Deus Ex just for the 3d engine. UU's 3d world is a small, low res window where objects remain perpetually two dimensional and distort perspective. Repetitive textures lead to no real geography - the brain must adjust and form an abstract sort of wireframe map in the brain. Just getting your bearings is much more difficult. But the only thing that seperates the games, really, is technology. The storyline, characters, work on interface, and richness of the world is comparable today, and both are games far above the norm.
In fact, one could find that richness and depth in a much uglier game than either, Ultima VII - but I remember when it was coming out being blown away by the screenshots. Too many console launches and neat graphics cards since then, my brain is spoiled. Sure, there's even a correlation between filmic graphics and the bar set - does anyone remember watching Terminator 2 and thinking, well that's quite shoddy work? It was the first I can remember seeing where there wasn't a single dodgy effects shot - but today it's showing its age. Awareness of the illusion leads to disbelief, which is probably more important to games than even movies.
What seperates the games I mention above from others is a unification at every time they came out to be best at everything they attempted - technology and design both. We often argue for one or the other without ever thinking that the true beauty is when both work hand in hand. Building these worlds is absolutely worth it, and the best games continue to show the promise of the medium in the future.
But current development cycles in gaming seem to stifle this. I won't even get into this, as it's a much broader issue, but gaming is being changed from the outside in by a nasty corporate culture, shortened development cycles combined with large, uncommunacative teams, lack of support upon release, runaway and ludicrous mismanaged budgets, and worst of all SUITS who don't understand gaming and don't care and want no interest in advancing it as an art form. They want their merchandised rights title on two consoles and PC and done NOW, and to fix the problem they're going to hire 100 more people.
Retro gaming is an oddity at best, and doesn't address the larger issues of gaming entering the cultural mainstream. I say this as someone who collects consoles, aware of what gaming is becoming. Who Wants To Be A Millionaire PC edition will outsell Deus Ex two to one, I have no doubt of that.
And as more people come to the party they will expect a union between technology and design, the more mainstream audiences will demand a greater visual realism from games. There's no avoiding it. What's important is to give them both.
Or at least, that's what I think, but then look at Diablo II. Three year old graphics and console style gameplay - maybe that's the future (no disrespect to Blizzard as I find the product as addictive as crack.
** http://www.nkhumanrights.or.kr/ ** Human rights in North Korea. 1 million estimated dead from starvation.
If you go back and actually look at it, though, you'll find that there was just as high a percentage of crap (re: Sturgeon's Law) then as there is now. People tend to forget the crap, and focus on the stuff that was great.
One other thing to consider is also the fact that greater strides are always made earlier in any field than later. Bob Dylan was so groundbreaking because no one had ever done anything like it before -- but that was because rock and roll hadn't been around that long. Dylan himself is not particularly special; if he came along today, he'd probably be considered a talented artist, but hardly groundbreaking. (Someone else would have filled his role in the 60s.) The same goes for video games. When there's been 20 years of game development, it's a lot harder to be groundbreakingly innovative than when no one has done anything yet.
The point is, a lot of us were kids back when videogames first became popular. We are inclined to remember them fondly, but I dare you to go back and play Dig Dug or Frogger again now. Sure, it's a nice feeling to play again, but how fun is it? I rarely am entertained with more than nostalgia by the old games I used to love. Don't fall into that trap; before you go on about how games used to be so much better, go back and play them again with the hindsight of years to help you figure out what you really think.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
...for a poor game. One of my favorite all-time games to play was Combat on the Atari 2600. Even by 2600 standards it had pretty lame graphics, but it was a blast (and a sure way to wear out those awful joysticks!). Why? Because the gameplay was FUN. It had a whole bunch of options (tanks, bouncing bullets, big planes, little planes, etc), you could play over and over and over with few delays, and it was truly competitive -- there was a great mix of luck and skill.
It's like the BASF slogan - Graphics don't make a great game, they make a great game better. How many times have you said, "the graphics were cool but the game was okay" ? If the game is really fun you don't even worry so much about the graphics.
-------------
-------------
The truth is out th- oh, wait, here it is...
I remember an interview with a lead developer at Lookglass, during the development of thief. The interviewer asked the question, "How do you make the tradeoff between making something realistic and adding good gameplay?"
:)
"If reality was so much fun, people wouldn't need to play games."
That pretty much sums it up. Lots of people like "realistic" first person shooters. There's nothing wrong with that, but the people who prefer realistic FPS games over games with extremely well balanced gameplay (like Thief and Quake 3) usually have trouble with the "suspension of disbelief".
Myself, I have no problems believing I can carry 8 weapons, each weighing 40 pounds, and 1000 pounds of ammunition, and then jump over a 6 foot tall alien, doing a perfect 180 before landing. I guess I'm just gifted.
-Ted
A MUD (multi-user dungeon). The game is all text, yet it's just as fun as any other game that's graphical that I've ever played. Chalk it up to my personal preference if u like, but then log on and ask all of the people who still play it, there's about 65 people on at all times average, why they're not playing EverGay or Ultima GoneLine.
Screw graphics if the gameplay's not there.
The only fool bigger than the person who knows it all, is the person who argues with him.
I do not respond to cowards. Especially anonymous ones.
Baseball is an easier example. Suppose we can take the average abilities and performance of all the players in baseball, and assign it a number. Early on in baseball's history, this number will be fairly low, owing to the lack of years and years of development. When someone with extraordinary talent comes along, there's apt to be a lot more space between his "ability score" and the average (e.g., Babe Ruth). Now fifty years pass, and the "average score" has gotten a lot closer to its theoretical maximum (namely, the physical and mental capacities of humans). Nowadays, someone who is as good as Babe Ruth was, isn't going to be nearly as far above the average. It's not that people have less talent or skill as time goes on (or that the earlier people have more talent), it's just that the average ability level has risen, and it's much harder to exceed by a large margin.
And thus I agree with your statement that, "several classic games are just as great as the ones made today". I agree; games like Joust and Galaga and whatnot ARE as great as Half-Life and Civilization and whatnot. However, the "average" level has gone up quite a lot since the days of Joust and Galaga; all of the technology is far more advanced, and a lot of ideas that didn't exist back then, do now and are used by many or all games. So a "great" game today isn't going to be as high above the average as a "great" game of 20 years ago was. The two games are equally great, but the average has risen.
This is all better explained in Stephen Jay Gould's book, "Full House: The Spread of Excellence from Plato to Darwin", so if you've got a problem with my analogies, take it up with Dr. Gould :)
Now this is all separate from the issue that people tend to fondly remember the greats of the past and ignore the crap. The "Nostalgia Problem" itself is in two parts:
1. Back in the "good old days", there was a higher percentage of quality stuff, compared to today when there is a higher percentage of crap. (This is usually false, although true in some cases.
2. The high-quality items of the past are, individually, greater than the high-quality items of the present. This is the issue addressed above, regarding the averages.
The first issue is one of selective memory; the latter is one of simply not being aware of the gradual increase in average ability of participants in a field.
This is not to say that some people will not truly find certain old games "better" than certain new games; your case obviously proves that it is possible (unless you are lying :). My point is that people will often dismiss the new in favor of the old, simply because they have fond memories of it, and that is something to beware.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased