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Videogame Graphic Advances - Not What They Used To Be?

Thanks to GamesRadar for its PC Gamer-reprinted article discussing why graphics alone aren't enough to sell a game anymore. The author explains: "During the final days of Steam, I found myself playing the original Half-Life. And, frankly, it looked perfectly acceptable. While it clearly lacks the fine polish of modern first-person shooters, the world it presented me with was entirely comparable with anything around. And, being a great game in the first place, it was more enjoyable than - say - Unreal II." He continues: "However, if you went back to 1998 when Valve's masterpiece was released, and attempted to play a game five years older than that, it would be a very different experience. To go back and play System Shock, Doom or Wolfenstein requires a whole re-arrangement of your thought processes to accept the difference in graphics quality." Do you agree that "...the days when graphics ruled videogames are rapidly drawing to a close"?

21 of 134 comments (clear)

  1. Yes by TheDarkRogue · · Score: 4, Funny

    Yes

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    (Score:0, Interesting)
    1. Re:Yes by Aliencow · · Score: 3, Funny

      Don't answer the whole thing in a first post dammit, you just broke the comment flow !

  2. Re:but then they'd have to rely on content/gamepla by El_Muerte_TDS · · Score: 5, Insightful

    people want as much eyecandy as possible before the game ships.
    but they want gameplay when they bought the game.

  3. Quite Right by Spiffae · · Score: 5, Interesting

    I agree completely. There have been some games that are wildly divergent in terms of their graphics, (Eye Toy, DDR) but by and large the game industry seems to have found something it's happy with in polygons. The next step will probably not be revolutionary, like the jump from 2D to 3D or sprites to polygons, but evolutionary.

    As pixel shaders and frame buffer effects become more common, we'll probably see an increase in "cinematic" effects, like depth of field, distortion, and better lighting accuracy.

    The best proof that graphics are pretty much stabilizing is the fact that the supposed "next-gen" games, are improving the fidelity of their game world, rather than reinventing it. Half-Life 2 is looking for a physically accurate and emotionaly involving world. Doom 3 is aiming at a well-lit world. Duke Nukem Forever is redefining how many times a game can be delayed, and many engines a single game can use.

    I'm fine with the polygons too... they never hurt me.

  4. Good Riddance by tid242 · · Score: 3, Insightful

    Good riddance, i'm sick of the plethora of shitty games that survive solely because they have 'good graphics.'

    Maybe now people will actually develop good games instead of their own graphical egos.

    -tid242

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    With a few exceptions, secrecy is deeply incompatible with democracy and with science. --Carl Sagan

  5. All about the hook by GTarrant · · Score: 5, Insightful
    I remember getting my first 3D card and going from playing, say, Quake, to playing GLQuake, and practically falling off my chair with how GL looked compared to software.

    But did Call of Duty do that to me, compared to some FPS of two-three years ago? Not because of graphics.

    But this happens all the time. You need a hook, to sell. Graphics aren't the big thing now. But back when the PlayStation came out, or when 3D cards were becoming more common in PCs, did you get something that advertised in big letters "3D!" on it. A developer would take anything, stick it in the box, and if it was 3D, it was 'cool' and people actually bought it, even if it was absolute crap. Games that were good, and 2D, didn't sell, and games that were lousy, but 3D, sold. Go back and read some game reviews from the period, and you see all sorts of reviews like "This was a great game, but with the '3D revolution' we're in now, it just doesn't cut it." Then a crappy 3D game gets a 8/10 because it's 3D. It's a hook. They're always looking for a hook.

    Graphics aren't a hook anymore. How often now do you look at screenshots on a box and go "Wow"? Not nearly as often. So they find a different one. If I had to pick one, I'd say right now it's "Online play!" Games with online play mention it about 14 times all over the box. Great games get some crappy netcode slapped onto them just so they can be "online!" Otherwise good games get hurt in reviews, even if they're single-player titles, because they don't have online play.

    What will the next hook be, when almost everything's online and "it's online!" is no longer something that reviewers will give bonus points for? That's the real question.

    1. Re:All about the hook by neostorm · · Score: 4, Insightful

      The future "hook" is likely total immersion. When I think of something that will blow me away today, on the same level as, say, the GLQuake example blew us away when we first began utilizing 3D cards, it's total immersion.
      Graphics today have a long way to go before they peak, there are still many things we can do that we just haven't had the time or power to do yet. However I don't forsee any of these things being revolutionary on that level until we are *in* the game.

      Now I feel like I'm in the mid-90's saying "Virtual Reality is the Next-Big-Thing" all over again, but I think that was the right attitude all along, just far, far too early to be realized.

  6. Gah, I hope so... by Gleng · · Score: 4, Insightful

    I would trade in 100 games with good graphics for one game with great playability.

    Some of my favourite games over the last five years or so have been things like Baldur's Gate 2, Civ 3 and Sim City 4. None of those can claim to have great flashy graphics (although the artwork in BG2 is fantastic), but they offer an unparalleled level of depth and gameplay.

    I'm certainly looking forward to whatever the "new Black Isle Studios", Obsidian Entertainment can come up with.

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    "Proudly Posting Without Reading The Article"
  7. Re:Funny that this should be posted tonight by bugbread · · Score: 4, Insightful

    No, you aren't the only one on the planet. However, a lot of people like it too.

    It's like chocolate cake. Chocolate cake has been done to death. Everyone's eaten it before; every variation has been done. That doesn't keep good chocolate cake from tasting good (use some other food example if you hate chocolate cake). Sure, chefs are experimenting with new non-chocolate cakes, and making almond crumble chiffon turnovers and other brand-new pastries, but that doesn't mean that chocolate cake isn't still good. Halo isn't popular because it is original, or innovative, or all of the other catchwords that get bandied around. It has a lot of fans because...it's fun! It may not be your cup of tea, but like it or not, it's popular because people enjoy playing it.

    People need to move away, not only from the idea that "Good Graphics = Good Game", but that "Innovation = Good Game", or "Realism = Good Game", or "Good Storyline = Good Game", and remember that the key is "Fun = Good Game". If good graphics, story, ideas, originality, etc. help make a game fun, then that's an added bonus, but even a game with trite, rehashed ideas, bad graphics, and a laughable story is awesome if it's fun.

    And if you haven't played Halo multiplayer, or you've only played on PC, you missed all the fun bits, so I wouldn't be surprised if you find it un-fun as well. The XBox multiplayer part is where it really shined.

  8. Photo-realism by limekiller4 · · Score: 3, Insightful

    Game graphics are asymptotically approaching photo-realism.

    Is it slowing? Yeah, because as you get closer to this holy grail, you spend more and more time/years getting less and less return for the effort. But are all the nails in this coffin? No, not even close. What we have now looks good but isn't going to convince anyone they're looking at footage.

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    My .02,
    Limekiller
  9. One More Graphics Advance by Babbster · · Score: 4, Insightful
    There's one more graphics advance that will stun people and that's when material/environmental science is applied to every set of polygons in a game. For example, not only will you see a newspaper blowing along the post-apocalyptic street you're walking down in the latest FPS, but the newspaper will realistically alter in shape according to how the wind blows and how it hits the ground or other objects. Instead of blowing up a brick wall, breaking it into predetermined bits; the brick wall will break apart differently - dictated by realistic physics - depending on what was used to blow it up, the size of the bricks used in construction and the mortar holding it together.

    I consider this an advance in graphics, in addition to an advance in gameplay and game physics, because it enhances the visual realism of the gaming experience. Shooting a chandelier and making it fall onto enemies is cool. Shooting down that same chandelier and watching it hit the enemy and ground, breaking into realistic pieces flying in realistic patterns would be awesome.

  10. Maturity by rmarll · · Score: 4, Interesting

    The graphics pipline has matured as much as it will for a long while. There's very little in the way of eye candy that you cannot do on modern day hardware. Speed will improve, but graphics has become a money problem instead of a technical one. In essence, the revolution is over. The real progress is going to be in the redistribution of technical effort into levening of entertainment value.

    Uh oh. Off topic stuff below....

    Some have said lately that the ease of developing a modern engine is a terrible thing. I disagree. It's been about 20 years since a single individual could develop something that was both decent visually and fun.
    Consider the Independan Games Festival's entrants page for 2003 http://www.igf.com/2003entrants.shtml
    games produced by hobbists that still still need teams, run up tens of thousands in costs, and take years of time to get to their (not always) finished state.

    Richard Garriot had a very limited number of pixels to work with when developing the early Ultima's which eased his burden enormously. Since then it's all been about the number of people in your art department, and the engine you liscense.
    The power and flexability of modern hardware is making development, code and art, less costly. For the casual developer, what has been just too much work to bother is becoming more trivial. I think we will be seeing activity in the hobiest gaming arena that has been absent for a very long time.

  11. So many times I've been wrong... by BTWR · · Score: 5, Insightful

    OK, I always knew Atari, even in its day, had awful graphics. I remember playing the NES game "Total Recall" and thinking (as an 8 year-old) "wow, what a crappy attempt to recreate Arnold."

    Ninja Gaiden, the cut scenes at least, had "awesome" graphics at the time but I knew they were just really good cartoons. But when I played Wheel of Fortune on the SNES one time, and it had a near-photo quality still-picture of Vanna White on the title screen, I thought that "well, this is the best it can be... because you can't do better than photos!"

    Flash forward to 1997 when I first saw Mario 64. I walked into my friend's house and I seriously did not even take off my jacket. I was standing there for like 10 minutes just marveling it. Amazing, I thought. They did it. They peaked. Can't get any better.

    Once again, I was wrong. Super Mario Sunshine is much prettier.

    Stupid me, here I go again. Just 5 minutes ago I finished watching a preview for EA mvp baseball 2004 for gamecube and I thought again "Wow, this is a looooong way from Bases Loaded on NES. look how awesome this looks! Seriously, how get much better than this!?!?"

    Something tells me that I'll laugh at that statement once again in 2008...

  12. spatial immersion is more key by ghostlibrary · · Score: 4, Insightful

    "a whole re-arrangement of your thought processes to accept the difference in graphics quality."

    I disagree. Doom is still quite playable. People don't 'rearrange their thought processes' to play cartoonish games like Jet Grind Radio, lower graphics quality doesn't require a shift. What does require a shift is 'how do they model the space'.

    I think 'Doom' really nailed the spatial immersion aspect (and is still playable now). Quake et al added full 3D movement. It wasn't just the graphics, but the fact that Game Movement was like Real Life Movement.

    So it's sort of a tactile thing. Once you were walking seamlessly (not in chunky steps), and could look around, things had 'arrived'. After that, things just got prettier.

    And, they got the audio right-- you got spatial information from where the sound came from. (5.1 stuff has really helped boost that, but I can't pick 1 'pivotal' game that advanced it.)

    So I think the next big leap isn't going to be graphical, but spatial. Perhaps handling peripherial vision, so you don't get the 'someone is hitting me but where?' effect, and there's more of a sense of placement.

    Or some clever way to handle mapping and direction so you don't feel lost-- one can get lost in an FPS mall due to lack of spatial awareness, whereas it's harder to do in real life.

    Or perhaps kinetic sense will be the next thing, actually feeling motion. We'll see.

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    A.
  13. Re:Funny that this should be posted tonight by trashcanmoses · · Score: 4, Interesting
    They're not selling very many copies of Super Mario Bros. 3 anymore, despite the fact that it was, and still is, fun.

    Nintendo is still selling SMB3, just repackaged and targeted to the GBA. And lots of people are buying it. And lots of people are buying the Game Boy Player so they can play it on their television instead of hunching over a GBA. I bought it for the nostalgia, but a lot of kids are seeing it for the first time this way.
    My buddy just carried out an interesting (albeit unintentional) experiment with his 3rd grade son. He gave his son the new Zelda "Collectors Edition" disc with the original Zelda, Zelda 2, Ocarina of Time and Majora's Mask. My buddy and I were talking about all the time we spent on Zelda when we were his son's age, and how it was neat that his son would now be playing the same game, blah blah blah...so the kid pops in the disc and goes straight to Majora's Mask. Doesn't even glance at the originals. The conclusion that my friend and I have reached is that we are obsolete.
  14. Complete and utter drivel. by SmallFurryCreature · · Score: 4, Interesting
    Two recent games. UFO aftermath and Silent Storm. As I played aftermath I thought looks nice. Great game. A silly person like the article poster would have said that the graphics were great and nothing could have improved on it. Cue Silent storm released shortly after. Where UFO had mostly static scenery in Silent Storm it could be destroyed by your fire. UFO had only outside citylevels and indoor bases. Silent Storm had outside levels with houses you could go in. The graphics were just so much better it is hard to describe. Both are fun and intresting games to play but when compared Silent Storm is just the better game despite its weaker story. (Why am I a WW2 soldier fighting some alien invasion? Isn't WW2 on its own intresting enough anymore?)

    And Silent Storm wins because of its graphics. It really makes a difference when you are fighting a heated battle and the enviroment does get damaged. I had a small squad pinned down by a sniper on the third floor who constantly ducked out of the way after taking very accurate shots. My own sniper was busy being patched up. So I had a soldier run up to the side of the house and start throwing grenades at the house. He couldn't reach the floor of the sniper let alone lob one in through the window. He did however manage to hit the outside of the second floor. This blew away the wall allowing the second grenade to sail in easily. Blowing away both floors killing the sniper as he fell two floors.

    So yes I think graphics will be continue to be an important improvement. No maybe not in "dumb" shooters like quake where quite honestly the increased power has only been used to create nice decoration. In games like Vietnam, Silent Storm, Operation Flashpoint, the increase in graphics power is however used to create more then just pretty pictures. It is used to create a more realistic enviroment in wich to play. People complain about snipers? Play OFP and see how easy it is to snipe at a player 1 mile away.

    Really why do people keep posting these stupid stories? They happen every year and every year they are proven wrong.

    Oh and I don't think games like Half-life aged terribly but I do enjoy in more recent games that peoples lips move and there heads in general are more then cubes. No it doesn't matter to much in a frag fest. But when like me you enjoy single player games it does matter.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Complete and utter drivel. by gl4ss · · Score: 3, Interesting

      the ability to destroy the houses & environment in silent storm is not a gfx perk, rather a gameplay one. it's a bit ironic though that it's better than ufo: aftermath because of that since ufo1&2(or xcoms whatever you prefer for naming) had those destroyable houses and it really did matter in the battles as well(my favourite was using the explosive shooting weapons to spray the areas I thought there were aliens in).

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      world was created 5 seconds before this post as it is.
  15. Uncanny Chasm by Thedalek · · Score: 4, Insightful

    Sometime in the last six months, Popular Science did an article on a robotics hobbyist whose quest was to create an android head which mimicked the movement and form of a human head completely.

    Over the course of the article, they discussed something called the "Uncanny Chasm." This chasm was what happened at a point just shy of total realism, at which things look jarring, unnatural, and disturbing.

    This is part of what's happening with games right now. We've reached the cusp of the Uncanny Chasm. Some have marched headlong off into the pit: I can't count the number of sports games I've looked at and thought "Wow, that looks totally incredib... Woah, that looked completely wrong."

    SquareEnix and Konami have pushed further towards the far edge of the Chasm, but only in cutscenes. The primary reason is, once the character is under the player's control, it is virtually impossible to keep up the convincing level of motion and still have the player be able to control more than just a modern-day Dragon's Lair.

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    Happiness is relative, Based upon the way we live.
  16. Polygons vs. Design by CashCarSTAR · · Score: 3, Interesting

    Not all graphical splendor is due to technology or polygon pushing. A large part of it is due to design decisions that will make to tend something pleasing, or not pleasing.

    The graphics have improved to the point where creators have a pretty damn big canvas to work on. Just improving the technology isn't good enough anymore. It's all about making your game feel good. That's really what it's all about.

  17. The answer is a resounding NO. by __aailob1448 · · Score: 3, Insightful

    While It is true that graphics have remained a bit stagnant for the last 5 years or so, I believe this is just a phase. Graphics still have a very long way to go before they become truly photorealistic. Toy Story came out in 1994 and 10 years later, a standalone PC still has a long way to go before being able to render it in real time. And toy story can hardly be called photorealistic. Similarly, today's best techniques and the biggest rendering farms can give us something like The fight scene between Neo and the 100 agent smiths in Matrix Reloaded. Barring some revolutionary breakthrough, A standalone PC won't be able to render something like that for another 20 or 25 years at least. And that scene was not quite photorealistic either. Add to that the fact that we need to progress towards a resolution of 4196*2360 and 100FPS as a minimum and my estimate would be 50-100 years before we can look at something that can fool our eyes completely.

  18. other tech by SanityInAnarchy · · Score: 4, Interesting

    Graphics is about pushing polygons to the screen, fast. More recently (in some games), it's pushing curves and spheres to the screen, and taking all of them and adding effects -- realistic lighting (and translucency, and diffraction), and more "cinematic" effects, as above.

    AI has been about finding that balance between too easy and too hard, because if a bot is too stupid, you just give it a bigger gun (so to speak) -- or some other arbitrary advantage over the player. More recently, Half-Life 2 (among other things) is making it about moving away from scripts and making the AI do lots of possible things to match the scenario, rather than just one or two (shoot or dodge).

    Good gameplay has been about having good AI (as above) and a good interface. More recently, it's been about involving the player with the content, particularly the plot, in order to make them "feel" involved on an emotional rather than visual level. Music also helps a lot with this and below.

    Good plot has been about having something well-written and fast-moving but long, which plays well with the gameplay. Now, various games are (tentatively) taking steps in the direction of freedom and non-linearity. Some of the most popular games are either multiplayer or somewhat nonlinear (gta3).

    Good multiplayer has been about having multiplayer in the first place, and having it online. More recently, it's about involving everyone in a unique way, such as a MMO game where everyone has a unique part by necessity, and games like Natural Selection, where in both cases the game plays better with more people, yet can be quite fun with only two people. (Surprisingly, a two-player NS game was the most fun I ever had with it, though I wouldn't want to repeat the experience.)

    The criterion is the same -- good graphics, good gameplay, good multiplayer (and internet), good AI and plot, etc... It's pieces of that which keep changing. I agree that the focus on graphics will decrease, but it won't go away, and even after playing ut2003, I can still look at that half-life 2 and doom 3 trailer and say "Wow". But what amazed me more was that both allies and enemies in hl2 seemed a lot less retarted, and many of them seemed human.

    If you need proof that graphics alone don't sell (though graphics + gameplay can sell quite well), look at Counter-Strike. Still _the_ most popular Internet game, last I checked.

    I will add one more category: good programming. A game that doesn't crash, and which allows one to play well on older hardware but looks great on newer hardware... Not to mention, I have two games for the PS2 which give me a loading screen only _very_ occasionally (<10 times per game), and even those could be skipped -- otherwise, you just literally walk from area to area, throughout the entire game, even though some areas have entirely different rules than others (a race minigame, for instance).

    Good technology is not shiny features, but good, hardworking features. For example: It should have a good Linux port, or genuine multi-platform support, rather than having one definitely better platform -- FFVIII for PC (only one I've seen on a PC) required a processor/video card several times what the playstation needs. It could eliminate loading times and arbitrary limitations to levelers and modders. The cube engine offers in-game, multiplayer level editing -- even while a deathmatch is going on. Little things like that add so much to the experience, although I've got a plan for several bigger ones that needs to be written up (ends up looking like Neal Stephenson's Metaverse).

    Ultimately, there will be some hype anyway, but at least in today's world, that's somewhat dampened by the increasing functionality of downloadable demos. Download the quake3 or ut2003 demos to see -- although the actual game may have "much more", the demos definitely give you an idea of a typical game.

    I agree that it's harder to go from halflife to doom than it is to go from, say, ut (or even doom 3) to halflife. I i

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