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Graphics Do Not Gameplay Make?

Thanks to Boomtown.net for their article discussing the importance of higher-quality graphics in making good games. While the article comes to fairly mundane conclusions: ("..it's not just the graphics that are important... if there isn't good game design present, there isn't a good game"), it makes some good points about better graphical technology affecting gameplay ("With Alone in the Dark, 3D was used for an entirely different purpose. A fully polygon rendered environment allowed the developers to move the point of view around, to view the same scene from many different angles, resulting in some memorably shocking moments.") There's also links back to the first article in this series, discussing how bad level design affects gameplay.

4 of 26 comments (clear)

  1. Seem's kinda obvious... by EvilJohn · · Score: 4, Insightful

    Graphics don't make gameplay, conversely gameplay doesn't make graphics.

    What Graphics do is help or hinder your ability to immerse yourself into the game. Good gameplay with bad graphics can be just as hard to "get into" as bad gameplay with good graphics.

    --

    Less Talk, More Beer.
  2. Where is the inspiration? by nsideops · · Score: 4, Insightful

    It seems that most of the news games are all visuals, no inspiration. There are a few that manage to achive both (GTA3, Halo, Morrowind), but then again, I wouldn't say any of these had "great" graphics, but they were great games. They were fun enough that you wanted to keep playing, they had enough depth that kept bringing you back and simply by playing them you can tell that there was alot of inspiration and love for the game from the makers.

    Think back to the days of NES and SNES. There were all kinds of crazy ideas for games. Yeh, I know, a bunch of them sucked. But many of those crazy ideas changed video games forever. Back then you really didn't have to worry about graphics so you had to either make it fun, different, or just so crazy that people couldn't ignore it. Now we just have a bunch of people running around trying to make the prettiest graphics. It got old really quick with me...I'm just wondering how long it will take everyone else to get tired of it as well.

    Give me back the days were people make games that are fun, games they would actually want to play, not just games that fit the pattern of money makers.

    --
    Teach someone to use the net and they won't bother you for weeks; show them Slashdot and you may never see them again.
    1. Re:Where is the inspiration? by May+Kasahara · · Score: 5, Interesting
      It seems like a lot of the "crazy game ideas" (like, oh... dating sims) are largely staying in Japan these days, and the few that come over here (like Ka [aka Mister Mosquito], Gitaroo Man, the Jet Set Radio series, etc.) linger in obscurity. I wonder how Wario Ware is doing in US sales...?

      Of course, there are a few publishers in the US willing to do offbeat games, but for some reason, Japan seems to have more of them. Games are too expensive to make these days, so not too many publishers will take risks.

  3. Graphics and abstraction by Jouni · · Score: 5, Insightful
    When people talk about the "quality" of computer graphics, they wander off into very subjective opinions. What's the graphical quality of a photograph?

    In games, the job of graphics is to maintain a consistent level of visual abstraction. We use computer graphics in games to build the impression of a character, a shiny sword or an alien world of fantasy in the minds of the players.

    Back in the 8-bit days we only had low resolution 2D graphics; still, that was enough to give us a chance to experience our dreams on screen. Sure, the cars didn't look like much but we were racing like champions. The football had a few corners in it, but our team still kicked ass.

    The limited graphics we were treated to were symbolic or iconic; now they are often aiming for realistic representation. Ironically, as we now have the capability to display much greater degree of realism in games, our minds jump at what they do best; pick out artifacts, inconsistencies in the patterns of representation. Realism is a double edged sword, when we are represented a picture that looks almost real we become more likely to pick at its faults than its merits.

    Games as a visual media are closer to cartoons than they are to movies. Live video is rarely used, instead, the images are generated with modeling programs and digital paintbrushes. It's no accident that some of the greatest designers like Sid Meier and Warren Spector refer Scott McCloud's book Understanding Comics as one of the most important pieces of literature to read if you want to make games. When I say literature, I mean it - don't be put off by the fact that the book itself is in cartoon format.

    Just as well it's no accident that recent gaming masterpieces like Zelda: Wind Waker and Metroid: Prime avoid representing realistic humanoids altogether. It's also easy to see Pixar's reasoning in animating worlds that have no humans at all; living toys, silly monsters and talking fish slip under our radar of artifact perception.

    Abstraction extends into all areas of game design; properly abstracted games let you complete the play in your head. Grand Theft Auto series leaves the main character almost a blank slate and The Sims speak a sort of abstract gibberish that relays the message via tone of voice. The grand master of abstractions in recent history - ICO - should not be missed by anyone who is even remotely into games.

    The general ignorance about the role of graphics was summed up best by someone who said, a few years back, "Soon all games will be done with polygons so they will all look the same."

    They could. Luckily for us, they don't have to.

    Jouni

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    Jouni Mannonen | Game Designer, Consultant