Miller, Wright, Mechner Discuss Videogame Graphics
Thanks to GameSpot for its article covering a panel discussing videogame graphics at the Computer History Museum in Silicon Valley. According to the article: "The panel of designers--The Sims and SimCity architect Will Wright; The Manhole, Myst, and Riven-creator Rand Miller... and Prince of Persia and Karateka designer Jordan Mechner--presented ideas which simultaneously praised the progress made in the past decade and cautioned against relying solely on the bells and whistles those faster GPUs provide." Interestingly, opinions on graphical fidelity differ, with Miller arguing: "We draw every little blade of grass, because we can", but Wright "reiterated his overall recipe to making great games--a less-is-more approach to leveraging and relying on graphics to drive the user experience."
For me it's simple: The two are not mututally exclusive. Of the two, of course, as I predict the majority of readers will say, I'd choose gameplay over graphics. Civilization II, for example, only has "OK" graphics and still is an amazing game to play to this day. But that doesn't mean that I don't want beauty too.
FOr example, Super Monkey Ball on gamecube. Basically, I've described it as "Sort of like Marble Madness" to people. It is. However, it has GORGEOUS backgrounds and fun details all over which do, in my opinion, make the game better. Is the point still to get the monket from A to B? Yup. Could this have basically been done on an NES? Sure. But would you have seen the monkeys do 360s within the tubes and giggle the whole time? Probably not.
For another example, take a look at the new "Realistic Zelda" that was previewed at E3. The water, the emotion in Link's eyes. That does add to the game. Is it needed? No. I felt emotion in Link in the SNES game A Link to the Past (link praying, link realizing that the game isn't over, it's only halfway there, as he is sent to the dark world, etc). But this is easier and better with graphics.
more enjoyable? You bet...
I wouldn't consider it a "less is more" approach, more another example of nintendo putting concept first, and then building the graphics engine around the atmosphere/gameplay style.
With four swords they needed a game that would:
a) allow four people to fit on a small screen easily
b) allow the action to be continued on a gameboy screen.
Obviously the Link To The Past approach suited it well, but to Nintendos credit they also threw in some of the more impressive moments of Wind Waker and Links Awakening onto this 2D canvas.
Throw in another case of Nintendos increasingly humorous nods to their own past (see: Wario Ware, Superstar Saga, Mario vs Donkey Kong) and you have a true game of the year contender. It's just a pity that your friends opinion is so widespread these days.
Both Jordan Mechner and Rand Miller based their entries into computer game design around elaborate, cutting-edge graphics. The popularity of Prince of Persia (and Karateka originally) was because Mechner used primitively-rotoscoped sprites to create fluid character movement. Myst, of course, was the first CD-ROM that allowed you to navigate through a pre-rendered CGI environment. In my opinion, neither piece was particularly innovative or fun to play as a game because the focus was on storytelling and visuals. Now that computer graphics are getting closer and closer to photorealism and it's getting harder and harder to differentiate a game on graphics alone, the industry is beginning to shy away from them as their main focus (as evidenced by the middle-ground position taken by the designers in this article). Of the three designers here, only Will Wright will make an impact in the future because he's the only one that was actually creating innovative games from the start. The others were just low-budget filmmakers working in an underdeveloped medium.
I don't have the best PC ever, and I can't play most new games at full detail and high resolutions, but that doesn't bother me. To me, it improves the replay value because when I upgrade my PC sometime down the road, it's like a whole new game. Meanwhile, turning down the graphics quality doesn't stop me from playing the game right now. (Having lower resolution, on the other hand, does tend to get you fragged a lot in FPSes or similar, because someone else can see you before you can see them.)
This is, in essence, a feature (and I am not using that word euphemistically) of PC gaming. If you don't like it, move over to the console gaming world. I hope you like gamepads...
The only problem with high quality graphics is when they spend too much time/money on visuals and not enough on gameplay. But, the simple solution to that problem is to just not buy games like that.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"