Do Videogames Need More Graphical Grit?
Thanks to GamerDad for its editorial discussing whether some recent videogames, such as Metal Gear Solid: The Twin Snakes, look "too sterile and perfect" . The author explains: "The animation is fine but the world Snake runs through is too sharp edged. There's no dirt and grime in the graphics because they're perfect versions of what was seen in the original game. Somehow, these better graphics have detracted somewhat from my opinion of the newer game." He continues: "DOOM 3, for as great as it looks, suffers from a lack of grit in still shots. I'm hoping the final game will not have the plastic look of the current pictures. Even the highly polished Quake III Arena didn't come across as being plastic to me." Do other gamers share this perception of graphical sterility in some recent games?
This is true. Too often games are overpolished, and look sterile to me as well. Hell, once they come up with a "dirt" filter for textures, games will feel a good bit more immersive than they currently do.
i use linux and windows oh god how can i have an opinion
I belive that as the technology to have "perfect" animations continues, we will be hitting a celing soon. Through adding "grime" to those animations in proper areas, we will be able to further add to that realism by bringing "real world" effects into the games with realism. Even with more advanced engines we will be able to see this. Splashing muddy water on a character, anyone?
But I really don't find myself noticing that much. Possibly I've become used to seeing the same texture repeated n times. I guess you could have every entity have a dirtiness attribute that determind how it was rendered.
Free Mac Mini Yeah, it's
If you play a sports game for example, dirt isn't the only thing that makes it feel "real".
1.) Inconsistent lighting
2.) Fog in the air
3.) Dirt everywhere
4.) Fans that look different in the seats
Damn I can go on forever
SS2 was an awesome game with an incredible spooky atmosphere, but there was the glaring problem of everything being pristine and clean... even broken stuff. Worse, there were no no bodies, debris and very little damage in the environment. And of course, killed enemies would disappear shortly after being dispatched. I realize this was a technological limitation (the game came out 5 years ago), but I think it's one of the biggest barriers to real immersion in an environment. If I'm walking in a derelict spaceship overrun with zombies and cyborgs, there should be bodies everywhere and lots and lots of busted stuff. Also, if I'm struting around with a plasma rifle, I want to be able to blow stuff up. Descent 3 provided black scorch marks on the walls if you shot at them, but I want to see chunks of metal or masonry flying around and if I spent enough time and ammo, I want to be able to blow my way through walls or doors or really abuse the environment in other ways. When this happens, it will seem like VR compared to today's games.
You are in a maze of twisty little passages, all alike.
The Rogue Squadron games delt with this nicely. The Rebel ships all look beat up. If you walk around the hanger while selecting your ship, you'll see paint chips and other signs of wear with the ships. The Naboo Starfighter looks like it got pulled out of a junkyard.
Im trying to recover from the awe here...
You didnt saw the trailer or the quakecon videos have you? Well just picture this? Zombie, shotgun, "clean background" behind, press trigger BAM, zombie with a large hole, red splattered wall and ceiling with little pieces of meat, get the idea? seriously some scenes from Doom 3 are more than enough to make certain people sick. The bathroom cut where "pinky" is eating a zombie is.. well disgusting, the scene is as gruel as can be I felt physically ill the first time I saw that.
However if grit is what you want, go and play any silent hill game, it has more than you bargained for and it also features a grain filter.
By the way a lot of people prefer to see quality in their images than "grit" not just as a visual preference, is also easier to spot a hidden area or an item that way, thats the reason why almost everyone turns the grainy filter from silent hill 2/3 off.
Go ahead MOD my day!
More opinions here
Games such as the Resident Evil, Silent Hill, and Fatal Frame series take a good pan on creating a much more realistic--if ultra-realistic--tilt at the world they take place in. Everything is dirty, grimy, and smeared with a sense of being in the real world.
Perhaps it is because these games take a closer stab (pun intended) at getting into the gamer's sense of reality and trying to really get into their mind, versus the seperation between player and story in other games, in a visual sense anyway.
Well this is an interesting topic for 3D rendering in general. The world is 'imperfect'. The moment something is exposed to human interaction, it gets nicks, cuts, scratches, dents, fatigue, etc. The common way to communicate the 'used look' is to make things look beat up and dirty.
Yes, it does look better. Yes, it does look more lived in. Yes, it does take away from the 'perfection' that computers achieve and look more like we expect. Is it the right thing to do? Well, interestingly enough, I'm running into this problem right now. I'm working on a 3D rendering of a futuristic particle cannon. Right now, I'm building a room around the machine. While texturing this bad boy, I realized something. You see, when I originally built the machine, I used Lightwave's more advanced rendering features. This means more time to render, but it looks more realistic. There is radiosity rendering, and subtle blurred reflections (you'd be surprised how much rendering time that eats up..) area lighting, the works. And you know, by the time I've got all these on, it is startlingly good looking. However, it was taking FAR too long to render an animation of, so I had to find ways of dirtying it up. Well, that's what I've started doing. Instead of using reflective chrome like you'd see in the CERN laboratory for its machines, I grittied it up. No more expensive reflection blurring there. Some of the photos I'm using for textures have some of the effects of 'realistic light' baked into them anyway, so I can stop using area lights and go back down to spotlights. Radiosity? Well the dirt on the machine gets so dark that radiosity wouldn't make a huge difference, so bye bye lengthy render times.
Maybe the dirt etc helps reduce the need for fancier renderings? Maybe, though it helps sell the idea that something is used, it's really covering up something that'd be more expensive to render? I say maybe because this may not be true in every artist's experience. I just found it interesting that when it came down to getting the rendering done in time to get an animation done, the grit texturing has saved my rump.
"Derp de derp."
MGS Twin Snakes goals were basically 1.) the remake of the game with all the high res graphics and higher-poly count models, 2.) the MGS 2 game play and 3.) a complete and honest reproduction of the Metal Gear Solid (PSX) story line.
So yeah, it does look a bit sterile in the sense that things did look perfect. After the first Ninja fight, the room gets messed up bad. It looks fine when you walk in and during your fight, though some glass panes can be shattered. Snake now looks more alive than he did in the original, a Miyamoto signature which was also something found in Eternal Darkness.
All critics of the MGS series say the same things about level design, textures, etc... MGS 2 did a good job making environmental elements apparent, like getting your feet wet, and leaving tracks (there was really no water in Twin Snakes for this to be noticeable). Tracks in the snow was around since the original MGS. But these MGS games take place in bunkers and bases, which don't really allow for much dirt or very creative scenery. Alaska people, come on.
Something introduced into Twin Snakes is the available to shoot at panes of glass, and only pieces of the pane get shot out. You can continue to damage the glass in different spots, and sometimes if its already damaged, a critical shot will break it all up. Diving into a damaged glass pane will also shatter it too.
There's more too, but I can't recall everything. For instance, Snakes face sometimes looked dirty.
Twin Snakes was certainly more gory than MGS 2, and any other game I have on PS2 (I have both GTA's) or GameCube.
We'll definitely see more of what the original author of this thread is asking for, more realism. Look at the upcoming MGS 3 game, since this thread began talking about MGS: TTS. I think that this is pretty much an easy problem solve, but Nintendo and Konami are working on new models for gaming, and working out the kinks on those first and leaving the graphic fine tuning at the end.
It can be argued that this is the wrong approach. Many people have already said that Nintendo is wasting their time trying to continually innovate, and that they use what works, Mario64, Zelda64, GoldenEye, etc... I think this is the Japanese mindset in general when it comes to videogames, and Nintendo found an ally in regards to Konami, one of the biggest entertainment software companies out there.
In any case, MGS Twin Snakes is badass, and I played the original on PSX, its worth the 40 bucks, I've already played through it once, and I'm working on playing through it again this weekend.