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Videogame Graphic Advances - Not That Important?

Thanks to the IGDA for its 'Culture Clash' column discussing the recent advances in graphics quality for games, and why increased detail isn't always a good thing. The author, referencing a previously Slashdot-covered article about "unsettlingly funereal" hi-poly face models in games, points out: "Dependence on increasingly real visuals alone to generate emotion will inevitably hit a wall: at some point game graphics will look as good as real life. Developers have an arsenal of emotioneering tools at hand; to limit themselves to just one, however prominent, would be ill-advised", before further warning: "Overfocus on hyper-realistic graphics and modeling, while not a bad idea in a general sort of way, can also impede quality of gameplay."

114 comments

  1. Wha? by Anonymous Coward · · Score: 0

    The author, referencing a previously Slashdot-covered article about "unsettlingly funereal" hi-poly face models in games

    Huh?

    Again, in English please.

    1. Re:Wha? by raygundan · · Score: 2, Informative

      They look like dead people, because they're about the right shape and color, but lack all of that "whatever" that makes a person alive.

      Hence, funereal, or having to do with a funeral.

      It's got to do with our perception of artistic representation of faces. The phenomenon is known as the "Uncanny Valley." We cut things a lot of slack when they don't look realistic at all (mario, for example) but when they get really, really close to real-- the tiny bit of difference sticks out like a sore thumb. There's this nasty place just before 100% realistic where even the tiniest imperfection makes things look awful. And they generally end up looking like dead people.

      Consider the faces in games containing models of real people-- The Matrix, or Alias. They look like walking mannequins, and can be kinda unnerving.

    2. Re:Wha? by spaeschke · · Score: 1
      Yep, and that's why if you can't pull off 100% realism you're much better off going with a stylistic representation.

      Unfortunately, that opens the door up to subjectivity, because some people just don't like certain styles. I personally can't stand anything anime-ish; I hate the genre with a fiery, burning passion, and that more than anything has kept me away from games like the Final Fantasy series, even though word of mouth on them is extremely good. I just hate the style that much.

      Still, it's always fairly obvious which developer has jumped aboard the style train. Everquest II looks absolutely horrible and uninspired to me. Sure, I bet it pushes a lot of polygons and will bring a Crey to it's knees, but the artistic style of it sucks in my opinion. World of Warcraft and City of Heroes don't even come close to the graphic complexity of EQ2, but they actually have a competent, graphical style that touches everything in the game. Those games appear to have life, and EQ2 just doesn't to my eyes.

    3. Re:Wha? by stanmann · · Score: 1

      The imperfections that cause problems aren't imperfections(typically) they are hyper perfections...

      they are too perfect, the tiny imperfections are what make it real... skin has texture, its not the same from inch to inch or even millimeter to millimeter. so flat smooth textures are less pleasing than harsh rough ones.

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
    4. Re:Wha? by Anonymous Coward · · Score: 0

      it's spelled "cray" :P

  2. Gameplay by BigDork1001 · · Score: 4, Interesting
    No, super realistic graphics is not the most important thing in video games. There needs to be gameplay to make a game good. One of my favorite games is Combat Mission which is an incredible WWII strategy game. The graphics are a weak by todays standards but the gameplay is amazing and very realistic which is what makes the game.

    Graphics might be good to look at but if there's no gameplay what's the point of putting down $50? If it's no fun, no matter how life like it looks I'm not going to spend my hard earned money on it.

    --
    "Armed forces abroad are of little value unless there is prudent counsel at home" - Cicero
    1. Re:Gameplay by Yorrike · · Score: 2, Insightful
      Because 15 year olds, and some lesser intelligent people of greater age will dismiss games such as Zelda:WW because it doesn't have super realistic graphics. Despite the fact that, without exaggeration, it's one of the best games of all time.

      It's more a matter of changing the gaming culture by sensible gamers dissociating themselves from those among us who would pass such games by because they want to look cool, or have other personality failings.

      --

      Looks can be deceiving. Or CAN they?

    2. Re:Gameplay by cyber0ne · · Score: 2, Interesting

      Amen. One of my favorites in the recent super-realistic-graphics days is the very unrealistic Zelda: Windwaker. The gameplay was fantastic. And, as for the emotion factor, I wanted to strangle Ganon with my bare hands by the end of that game.

      Graphics are great, don't get me wrong. But I've seen too many games that boast fantastically realistic video sequences interlaced with terrible gameplay. Sure, the characters and objects and backgrounds looked great independantly of one another, but their actions and motions were terrible.

      --
      http://publicvoidlife.blogspot.com
    3. Re:Gameplay by cyber0ne · · Score: 2, Funny
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      http://publicvoidlife.blogspot.com
    4. Re:Gameplay by bigman2003 · · Score: 4, Insightful

      The Graphics vs. Gameplay issue comes up on Slashdot a lot. The more vocal group (majority? dunno) seems to think that the gameplay is suffering, because the graphics are getting more attention.

      My response to that is....bullshit. Games now have bigger budgets- meaning more people. They take longer to create, meaning more time. Even if graphics are 90% of that time x money formula, just 10% of the total effort that goes into most modern games is far more than what was put into the entire game 15 years ago. First comparison- the Atari 2600 had the game 'Skiing' where you move a square down a white screen with occasional green blobs that you were supposed to avoid. Consoles have games like Amped and SSX. If you can't see the improved gameplay, you are blind. And of course the graphics are like 45^99th times better too.

      To me, games are a little like hairstyles. I'm sure you've seen women going around with a ridiculous 20 year old hairstyle. Well, 20 years ago was probably the best time of her life, and she is going to hang on to every part of that era that she can. A lot of gamers are the same way. 'Platformers from the 80s are the best'. Okay...chances are you are over the age of 25, and most modern games intimidate you. So, it's much easier to stick with those games essentially for the rest of your life. Oh, you'll look at them, but soon dismiss them because you understand Kaboom! so much more.

      Some people think that Quake was the pinnacle of first person shooters...my guess is that they were in a college dorm (or similar situation) when Quake came out. Now, if a new game comes out, they don't have 20 guys sitting around who want to play (It's called Xbox Live..check it out) and it isn't as much fun. So therefore, the new games just aren't as good. (Even if they do have things like a real vertical plane, smarter enemies, larger/more complex maps, etc etc)

      Also, as games mature, they get more complex. The computing power is available to do more, and the graphics cards can handle better/more complex graphics.

      Age of Empires was a good game. Age of Empires II was a great game, and Rise of Nations was even better. I still know people who are stuck on the first AOE, and aren't willing to move on. In fact, they look at Rise of Nations, and think that all of the other stuff is un-necessary... Yet, ask someone to go backwards (somebody who played Rise of Nations first) and they will feel that the previous games were absolute crap. Well, some people have a limited capacity for learning new things (games included) and they stick with what they know.

      Okay...enough rambling. Thank you for listening. (and for the record, I'm 36 years old, and I hate older games because I LIKE new games with nice graphics and more complex gameplay.)

      --
      No reason to lie.
    5. Re:Gameplay by *weasel · · Score: 1

      Over-rated as they may be, slick graphics are a real necessity in today's commercial games. Sure, I go back to UFO Defense about once a year, and I just recently spent quite a few hours trying to get Syndicate Wars running under XP (my machine is not quite fast enough to handle it under DosBox).

      But the sad truth is that we are the extreme minority. Many gamers actually do make purchasing decisions based on what they see visually -- and shortsighted megalithic publishers don't seem to care what gamers think about the gameplay once the game has been purchased. At the same time, great games with less-than-stellar graphics are routinely overlooked by the market.

      Although some games will always aim for the photorealistic, I agree that's going to increasingly cost more for increasingly less benefit. Stylized graphics are likely the way to go in no small part due the Uncanny Valley, but also pure economic motivations.

      But at the moment Cel Shading (done reasonably well) is one of the more intensive graphic styles. It's a fairly computationally expensive process, and takes comparably high-poly models to get the look right. (though you can save a bit if you're not aiming for crisp black outlines; but are going with a more Tartakovsky/Samurai Jack style)

      Proper styling in general can make fewer resources go a helluva lot further (see: WoW vs EQ2). But cel shading itself is not one of those low resource techniques.

      --
      // "Can't clowns and pirates just -try- to get along?"
    6. Re:Gameplay by Lightwarrior · · Score: 2, Insightful

      Wind Waker is a game for a certain type of person.

      Not all of us who don't like the game blame it on cel-shading. I rather enjoyed XIII, and find Tales of Symphonia to be quite interesting.

      But Wind Waker just wasn't my thing. I played it past the first island, and that was about it. I didn't enjoy the presentation; I don't mean graphics, I don't mean cel-shading, I mean that the presentation of the game didn't appeal to me.

      As an example, I didn't think the little boy on the first island with the snot dripping out of his nose was cute or funny; I thought it was gross, and unneeded. And the "frenchman" you play the Battleship-esque "kill the squid" game with; while yeah, the whole "ka-booom!" thing was funny, I didn't find it charming or engaging.

      I realize I'm in the minority; I also think The Adventures of Link were excellent, and that the series pinnacle was Link to the Past. I also enjoyed the sections of Ocarina of Time where you played Adult Link, but I feel the series has been going downhill starting with OoT.

      That's fine; I'm okay with other people liking the game. Just don't claim that anyone who says otherwise is a 15 year old or of stunted intelligence.

      -lw

      --
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    7. Re:Gameplay by Asmor · · Score: 1

      See, personally, I dismissed Zelda: WW because I hate Zelda. And most RPGs, for that matter. The only thing I've got against cel-shading is that it started becoming way too overused for a while. I mean, a cel-shaded FPS? A cel-shaded skating game? A cel-shaded racer? Bleh. I actually like cel-shading when it's not used so much. I loved Cel Damage, and I like the visuals of Jet Set Radio, although I'm not much for the gameplay. Personally, I think Master of Orion II is the best game ever made, bar none. Worms: Armageddon is also very far up there.

    8. Re:Gameplay by geminidomino · · Score: 0

      As one who's played all of the "Official" Zelda games (in the original formats, not ROMs or Re-releases. Yes, I'm an old fart), and one or two of the bletcherous CD-I knockoff games, I disagree with you.

      NONE of the Zelda games had "super-realistic" graphics, yet plenty of folks (like myself) who hated Wind Waker LOVED Ocarina Of Time. The entire presentation of WW was awful, like sibling post said. Besides being eye-bleedingly cutesy, it was also un-freaking-beleivably repetitive. The first half of the game (before you get the Warp song) is a pain in the neck, rolling back and forth over the sea for 40 minutes at a time.

      Strike two against WW also takes place in the first half of the game. It's anti-Zelda to lead you by the nose ("We're not ready to go in this direction yet! Please proceed directly to your objective!"). Screw that! In the original LoZ, I could have a White Sword, Magic Shield, Blue Ring, Bombs, Blue Candle, Arrows,a few extra keys, and six Heart Containers before I even set foot in level 1!

      Finally, while the concept behind the story could have been good (The future of a destroyed Hyrule), the weak ties to the past for the sake of making the character dress like Link without being Link was just lame. If you want to leave Link behind, fine! Then let the character have some different freakin' clothes.

      I think the game was just too catered to younger players, with the nose-leading, obvious puzzles, and vapid "dialogue" (I use the term loosely because, fitting with tradition, Link still never actually speaks). So there's plenty wrong with the game WITHOUT worrying about the graphics.

    9. Re:Gameplay by Lynxara · · Score: 1

      I'd agree that motion is a major weakness of "realistic" graphics right now. In most of the 3D games I've played that boasted high polygon counts and realistic rendering, I've noticed that the characters basically move like very well-lit marionettes, or audio-animatronic figures. As a result, I quite often have a harder time suspending disbelief in these sorts of games than I would in a smoothly-animated 2D game. I guess it just depends on what aspects of the graphics you pay the most attention to....

    10. Re:Gameplay by brkello · · Score: 3, Insightful

      Wow, I was going to reply with something similar to what you wrote. But you said it better than I would have anyway.

      I wish people could remove the nostalgia glasses and really compare the games. I'm sorry, but just because people play nethack doesn't prove that crappy graphics mean better gameplay. I don't see why the author is complaining. Let's get graphics as real as possible until it hits the "wall" of being absolutely realistic (and I really doubt it will be as quick as they think). Now that we hit that wall, will graphics never change again? Will game play suddenly improve? Of course not. People will take graphics in new UNrealistic directions. Good games will have good gameplay, bad games won't. Why argue against improving graphics? I guess his argument is overfocusing on graphics will cause gameplay to be worse. Well, duh! If they overfocus on marketing, that will hurt gameplay. If they overfocus on their family life, that will hurt gameplay. What a dumb statement. Articles like these make me wonder how these people get hired. There is really no analysis, just a rehash of what other uninformed people like to complain about.

      --
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    11. Re:Gameplay by AltaMannen · · Score: 2, Insightful

      I think I can see the point of where realistic graphics harms the gameplay.

      For one thing, many icons, target reticles, markers etc. used to assist aiming or lead snowboarders through a better path clash with the real graphics. I have an easier time accepting these helpers if the surrounding graphics is stylized to an extent.

      Another thing is the game designer's control over the environment. If the environment is more realistic you have a harder time setting up something as bizarre as a mario carousel platform.

      Another thing that may not be directly gameplay related is that if all games are perfectly realistic there is a chance that it would be hard to tell games apart from their look. Right now you can look at two screenshots and usually tell if they belong to two different games.

      I don't think it is an argument between good and bad graphics, I think it is an argument between graphics styles, and a well made cartoony style game is not worse than a well made realistic style game.

      The last thing I can think of is that games are created with limited resources and time, and if too much time is spent refining the art less time will be available to tune the game, even though different people generally art and tune there is file access requirments and changes in one department requiring changes in the other that prevents these departments from working in paralell.

    12. Re:Gameplay by superpulpsicle · · Score: 1

      Come on people. Network is the biggest problem, not gameplay or graphics. Online games have so much more potential than single player offline games, but lag is still too common.

    13. Re:Gameplay by mutewinter · · Score: 1

      True, but relative to other excellent wargames out there Combat Mission has damn good graphics. Another good example in Medieval: Total War. Compared to Max Payne 2, Medieval's graphics suck. Compare it all the other wargames out there with bland graphics, it sucks.

      I believe the problem is not super-realistic graphics detracting from the gameplay but rather the resources which are diverted toward the graphics seriously diminish the gameplay and replayability of the game.

      Additionally, when going only for realism the artistic merit of the graphics wanes. Don't get me wrong, I'm not saying that a games sole purpose is to be art -- its to be a game thats fun and enjoyable to play, at least as far as I care. Its the art which visually separates one game from another. Take a look at World of Warcraft. The graphics are very stylized and it is recognizable "Warcraft" and not Warhammer. I hope that improved hardware capability will allow artists to push their vision of the world they are creating rather than be required to make a photographic replica of the latest and hottest movie.

      (For the record I've mirrored this post on my website here.

    14. Re:Gameplay by eliza_effect · · Score: 1

      You didn't think the "booger kid" was cute!?
      You, sir, clearly have no soul.

    15. Re:Gameplay by MilenCent · · Score: 1

      While I disagree with the "certain type of person" assessment of Wind Waker, I also felt like there was a certain stylistic change in Wind Waker, unrelated to the cel shading, that was a little sour. And the battleship mini-game, which was presented out-of-engine, struck a sour note with me, it felt tacked-on.

      On the other hand, I loved the non-linear world exploration aspects of the game. This is the first Zelda since the very first to have that to great degree, and, in my book, that puts it on the short-list of best Zeldas.

      I wouldn't claim that *anyone* who doesn't like Wind Waker is of stunted intelligence, different strokes for different folks, etc. But many people have certain ill-concieved notions of what video games should be, notions that are being actively catered to by the majority of developers, notions that, because of this, will eventually destroy video gaming. This time, perhaps for good.

    16. Re:Gameplay by MilenCent · · Score: 1

      My response to that is....bullshit. Games now have bigger budgets- meaning more people. They take longer to create, meaning more time. Even if graphics are 90% of that time x money formula, just 10% of the total effort that goes into most modern games is far more than what was put into the entire game 15 years ago.

      But games still tend to be poorly designed these days. Game design is not something you can necessarily learn, and one great designer is worth more than ten bad ones.

      Further, the industry does gamers a horrible disservice by actively stomping on new ideas before they have a chance to prove themselves.

      First comparison- the Atari 2600 had the game 'Skiing' where you move a square down a white screen with occasional green blobs that you were supposed to avoid. Consoles have games like Amped and SSX. If you can't see the improved gameplay, you are blind. And of course the graphics are like 45^99th times better too.

      But both Atari 2600 Skiing and more recent skiing games are both pale comparasions to the ACTUAL "game of skiing." Fact is, I'd rather play Atari 2600 Adventure, on random mode, than the Atari Skiing cartridge, SSX, or actual skiing (though this last bit depends heavily on the presence of ski bunnies).

      What is a skiing game, anyway? It is just a variant of racing games, really, with added button combinations to represent tricks. The translation of a bunch of button presses and controller wiggles into an experience that the mind relates to real skiing is purely an invention of the mind. Sports games are *all* necessarily abstracted contests, it's just that SSX and 1080 are slightly less abstracted than the Atari game.

      Game design at its best realizes this essential abstraction and uses it, and because of this it is entirely possible for an Atari 2600 game to be more playable than a PS2 game. And some of them, indeed, are.

    17. Re:Gameplay by Yorrike · · Score: 1
      A well thought out criticism like that is great. You see, you gave it a go and didn't like it. I'm talking about people who dismiss games and don't give them a chance based soley on the way they look.

      And by giving a criticism, it's clear you've played on the GameCube, which the people I'm trying to describe would dismiss as a "kiddy system", despite the vast range of genres and ESRB ratings across GC games.

      --

      Looks can be deceiving. Or CAN they?

    18. Re:Gameplay by Lightwarrior · · Score: 1

      > ...the people I'm trying to describe would dismiss [the GCN] as a "kiddy system", despite the vast range of genres and ESRB ratings across GC games.

      These people just aren't thinking. They are unable to seperate the GCN from Nintendo's desire to make games enjoyable across all age groups.

      All they see are the ratings of "flagship" titles:
      GCN: Super Mario Sunshine, LoZ:WW (Everyone)
      PS2: Grand Theft Auto 3/VC, MGS2 (Mature)
      XBX: Halo, KotOR (Mature, Teen)

      Never mind that GCN has REmake, Eternal Darkness, and several ports of Mature titles. I'm not saying that the GCN is the ultimate system - arguably, the PS2 has the most exclusive, quality Mature titles (the majority of the Xbox's are ports). But a good game is a good game - and most of the people dismissing the GCN are loyal to one of Nintendo's competitiors instead of judging from gameplay experience.

      -lw

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    19. Re:Gameplay by Anonymous Coward · · Score: 0

      The Graphics vs. Gameplay issue comes up on Slashdot a lot. The more vocal group (majority? dunno) seems to think that the gameplay is suffering, because the graphics are getting more attention.

      My response to that is....bullshit. Games now have bigger budgets- meaning more people. They take longer to create, meaning more time. Even if graphics are 90% of that time x money formula, just 10% of the total effort that goes into most modern games is far more than what was put into the entire game 15 years ago. First comparison- the Atari 2600 had the game 'Skiing' where you move a square down a white screen with occasional green blobs that you were supposed to avoid. Consoles have games like Amped and SSX. If you can't see the improved gameplay, you are blind. And of course the graphics are like 45^99th times better too.


      You know nothing. Take for example, Doom 3, versus Doom 1 & 2.

      Most reviews say you will get around 20 hours of gameplay out of doom 3 (single player...I can still play deathmatch on doom or quake for hours). They say that it is a fantastic game, graphics are superb, etc, etc. but it is still just 20 hours!

      I remember that Doom took that only on the first 10 chapters. Doom 3 has been on development for what, 3 years?

      As graphics become more sophisticated, it becomes more expensive to produce them. Carmack often has remarked that each level in doom 3 takes several days of planning, design and testing. Most levels in Doom took several...hours.

      Yes, Doom 3 ebtter graphics come along with improved gameplay, a better collision detection, whatever. But the law of diminishing returns is starting to hit the developers hard.

      The zelda series is another example. I also think that the SNES iteration was the best. It had the most dungeons, and the dungeons themselves were BIG. OoT and WW are great games also, but they are short and simple compared to WW.

      The 'Better graphics' trend IS hurting the gameplay, because they need more and more resources.

  3. Not entirely true by Anonymous Coward · · Score: 2, Insightful

    To say that focussing on graphics at the expense of gameplay is a bad thing is obviously true. However, the reverse is equally true. These days, when I hand over the money for a game, I expect to get a product which not only plays well, but also looks decent.

    This doesn't necessarily mean it has to have the latest 3d modelling techniques and uber-realistic lighting; you can achieve decent visuals as much through stylised 2D work as you can through the latest 3d engine. What it does mean is that I don't want to end up with a game which looks like it belongs in the late 90s.

    It's true that the pace of advances in graphics has slowed as we get closer to the point of photo-realism. Doom was gob-smacking visually, Quake was very impressive, Quake 2 was fairly pretty and Quake 3 left me frankly unimpressed. However, it doesn't mean that developers should stop trying to push back the envelope. Far Cry gained a lot of atmosphere from its stunning visuals and I'd be surprised if Doom 3 didn't have a similar effect. On the console side of things, the visuals of the PS2 Final Fantasy and Gran Turismo games continue to be among the most powerful arguments against those who say the PS2 can't manage decent graphics.

    1. Re:Not entirely true by hal2814 · · Score: 1

      The 90s are where most of my favortie games came from. The 90s was the pinnacle of platform games (Super Mario World, Super Star Wars, MegaMan X), 2D fighting games (SF2, MK), and my favorite puzzle games (The Lost Vikings, Saturn Bomberman). Also my favorite driving game came out in the 90s but the graphics look like they came out of the 80's (Stunts).

      Would I buy a game new that had these graphics? Absolutely, but only if the gameplay was as good as these titles. I'd love to see a Super Episode I and Super Episode II that are in the same vein as Super Star Wars and Empire (never played Super Jedi). Also, I might be a minority here, but I thought the GBA Metroid was far better than Metroid Prime and the GBA version definately had 90s graphics.

    2. Re:Not entirely true by mausmalone · · Score: 1

      Speaking of PS2 and graphics put to good use, remember when Dynasty Warriors first came out, and you were running around a field fighting against like 25 - 50 on-screen enemies? Or Bangaio or Dodonpachi, shooters which have hundreds (maybe thousands) of sprites on screen? Or Theif 3, where the relatively advanced shading provided shadowed areas where you could hide and perform stealthy actions? Or Splinter Cell, where various vertex and pixel shaders were employed to give you night-vision and infrared?

      This list can go on for pages showing examples of how advances in graphics speed and quality led to better gameplay in certain cases. And I could probably list for pages games in which graphics advances couldn't pull them out of the gutter. Simply stated, it's like any other advance in the game industry. Its worth is determined by how it's used.

      --
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      I'd rather be flamed than ignored.
    3. Re:Not entirely true by Sysgen · · Score: 1

      I never heard anyone say the PS2 can't manage "decent" graphics. Great leading edge graphics no, decent yes. Both FF and GT rely heavily on pre-rendered backgrounds, and while both have the gameplay, as long as you enjoy looking at postcards, then hey more power to you. Additionally, in the context of those two games, most games released for the PS2 do not look like FF and GT and therefore the majority of PS2 games released are very inferior visually to PC, Xbox and Gamecube. Hence why the community that represents those 3 platforms bitches to no end becuase most multi platform games are made for the least graphic capbale machine, the PS2. Something unfortunatley we all have to live with. Hence the PS2 fanboys mantra that games look the same. They look the same dolt, because they are multi-platform and they are made for your inferior console. The next generation PS3 can't get here soon enough so we can finally be freed from the limitations of the PS2.

    4. Re:Not entirely true by Japong · · Score: 2, Interesting

      Stunts looked pretty damned good, considering it actually had polygonal graphics going on in 1990. I don't thing there were many others doing even that at the time. 1980 gave us... Battlezone? Unfortunately I was only 6 when they ended. Either way Stunt Race FX came out for the Super Nintendo in 1994, sporting far worse graphics with the SuperFX chip. Still, good taste. Ah, those custom track memories vs Skid Vicious...

    5. Re:Not entirely true by Anonymous Coward · · Score: 0

      FFX had no prerendered backgrounds the world was done in 3D.

    6. Re:Not entirely true by Anonymous Coward · · Score: 0

      Neither Final Fantasy or Gran Turismo use pre-rendered backgrounds. How could they when the backgrounds move with the player. Walk near the waterfall and ruins in the jugle near Besaid. My jaw literally dropped the first time I saw the ruins Kimhari later jumps down from to threaten Tidus. The camera pans around the structure as you walk underneath or it, the same goes for the waterfall. Those are no "pre-rendered" static backgrounds.

  4. emotion by BinLadenMyHero · · Score: 3, Insightful

    Dependence on increasingly real visuals alone to generate emotion

    Just look at South Park, for example.
    The characters are full of emotion expression, even if the graphics are ridiculously simple.

    1. Re:emotion by zephiros · · Score: 5, Interesting

      Scott McCloud discusses this at length in Understanding Comics. As a rendering of a person becomes more stylized and abstract, the viewer begins to fill in details on their own. Not only can our minds fill in more details than an artist can draw, but the content we fill the drawing with is our own, which makes the character more accessible.

      A similar effect occurs with The Sims. Their reductionist design and behavior allows users to ascribe all sorts of baroque narratives to their simple actions.

    2. Re:emotion by VendingMenace · · Score: 2, Informative

      OH man, i am SO glad you mentioned this...

      And not only does more abstract character become more accesable, but we even tend to IDENTIFY more with a character that is drawn more abstract. Which is really cool.

      It is fun to read comics and see this sort of thing in practice. In a some comics (BONE is a good example) there are a few characters that are drawn very abstract as compared to the rest of the cast. This makes it so that you identify soley with a few of the caracters, and the author can really dictate your experience, as he is controlling through whose eyes you are expereienceing the story.

      Just another way for graphics to enhance a storytelling experience. It would eb really cool to see a similare sort of thing in video games. Perhaps someday...

      But yeah, for anyone that is intersted in comics -- or just use of graphics in general "understanding comics" is a easy, yet very infomative and accesible, read. Cool

  5. Gameplay by kannibal_klown · · Score: 0, Flamebait

    Firstly, I think graphics are over-rated. I still play System-Shock 1 and 2 for the gameplay. Sure, by today's standards they look like crap, but they're fun as hell to play.

    Secondly, I think more games should have a cartoon feel, via cell shading or whatever. Too realistic, a la photorealistic, would just plain suck; unless we're up to VR or holodecks, but they're probably a LONG way away (if we ever see them at all).

    While I didn't like the child-like nature of Zelda: Wind Wakers, I thought the cell shading looked great. "Gish" for the PC is also great.

    Non-realistic, if done well, can still look superb, and might require fewer resources. It would also get those stupid people complaining about games causing Columbine-type situations, as they'd have a harder time justifying it if a game was cel shaded, than uber-realistic.

  6. Graphics means squat after 1 year by carcosa30 · · Score: 2, Interesting

    Parent article is definitely true.

    Compare the "legs," or longevity, of games like Angband and Nethack to those of Quake and the Diablo games. No contest.

    This is because there are different production values: the roguelike games have a lasting cerebral appeal, while games that are built on eye candy concentrate elsewhere. This may have to do with the business models of modern game companies.

    Take id software for instance. For gameplay internals, it doesn't get much simpler than id games. Doom was actually a playable game from the map screen if you turned on display of objects, and doing this shows how moronically simple Doom and Quake are. The appeal of the games, however, came from the presentation of the data, and the atmosphere produced by the amazing, moody artwork.
    Mid-end graphics are comparatively simple to do, and using OpenGL actually makes it simpler, once you get over a certain learning curve. The models are the sticking point: you're not going to be doing amazing mo-capped human character models, but there's quite a database of MDL format models already out there, and there are other types of games, such as modern military RTS, that don't really require extremely detailed models-- a good example is the amazing TA, a game that has excellent longevity despite rather dated graphics.

    TA is a game where the graphics are just good enough. At the time, there had to be a lot of trickery to render that many units at once, and the trickery in the TA engine involved giving the graphics a stylization that is still quite capable of bringing its gritty, desolate image home. TA is a sterling example of turning flaws into advantages.

    Linux games should focus on extensibility, replay value, using randomness (cf. Roguelikes), and multiplayer, which gives games far more gameplay depth than the engine would seem to warrant (cf. Quake, Diablo II).

    We could have a hundred original, interesting games on Linux. Instead we have 45,000 versions of Freecell and Tetris. In fact, Linux is the indisputed king of these types of games, because of the minimal thought required in their creation.

    One idea for curing this might be to leverage the existing codebases of games like Angband and grafting semi-modern rendering engines onto them. Even turnbased play is wonderful with these games, and I think realtime play a la Diablo might not be very difficult to achieve.

    One thing we DON'T need is more Tetris and Tuxracer clones.

    --
    Intolerance for ambiguity is the mark of the authoritarian personality.
    1. Re:Graphics means squat after 1 year by ctr2sprt · · Score: 1
      Compare the "legs," or longevity, of games like Angband and Nethack to those of Quake and the Diablo games. No contest.
      I've never even heard of Angband. Maybe it's tremendously popular in whatever genre it's in, but by any meaningful metric, it can't possibly compare to Quake. I've heard of Nethack, but never played it, and outside of Slashdot I've never heard of anyone playing it either. In fact, I'm only assuming that your point is that those two games are more long-lived than Quake and Diablo, though it seems obvious to me the reverse is true. (I know many people who still play Quake and Diablo, even more if I can count Q3 and D2.)
    2. Re:Graphics means squat after 1 year by Lynxara · · Score: 1

      I know tons of people in daily life who play Angband variants, but basically no one who plays Diablo 2 or Quake 3. Should I conclude from this that nobody outside of the theoretical beings who post to slashdot actually play Diablo 2 or Quake 3?

      Anecdotal evidence is just not be relied upon. It reflects what your friends do, not what most people do.

    3. Re:Graphics means squat after 1 year by king-manic · · Score: 2, Informative

      The current player base for diablo II LOd/ vanilla is as big as the entire population of everyoen who has ever played nethack.

      Check the bnet stats. 10,000 on D2 at any given time.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  7. Not a new concern... by GrosTuba · · Score: 4, Informative

    At GDC 2003, Jason Rubin, head and founder of Naugthy Dog, a highly successful development studio for PS1 and PS2, delivered a speech (slides available here, audio and slides available on Gamasutra (free painless reg. req.)) on a closely related subject : improvements in graphics quality will not be sustained over the next few years, and relying on them to impress potential customers is a bad idea.

    Moral : as long as gameplay, character development and story do not suck, nice graphics are of course an asset, but they're useless in case of an already shitty game...

    --
    Who needs a .sig anyway ?
  8. He's on the Money by Prien715 · · Score: 1

    What's the most popular game ever made? GTA? Doom 2? Halo?

    Tetris. Look at the GFX budget and how it's aged.

    If you want to make money and impress people, concentrate on graphics. If you want to create a game with redeeming value, they're not really that important. Many people who read /. still play MUDs.

    --
    -- Political fascism requires a Fuhrer.
  9. Death of real looking characters by Pulse_Instance · · Score: 1

    A friend of mine does not like to play most shooter style games, she will watch them but not play, this is ever since Quake 1 or so. The reason is that she does not like to die, even in a video game she knows isn't real. I could see it possible that as graphics get better and better, more and more people feeling like this and games starting to lose money.

    1. Re:Death of real looking characters by Dehumanizer · · Score: 1

      Can it be that she simply doesn't like shooter games?

      --
      The Tlog - a technology blog
    2. Re:Death of real looking characters by Pulse_Instance · · Score: 1

      That is the most baffling thing about it, she loves sitting to watch other people play. I've spent hours playing CS with her watching and screaming in my ear. I'm sure Doom 3 will go much the same.

  10. Well, after due consideration... by __aailob1448 · · Score: 1

    I came to the conclusion that the article author is insane, and, as a consequence of that, full of shit.

    1. Re:Well, after due consideration... by Anonymous Coward · · Score: 0

      supporting evidence plz.

  11. I agree by Anonymous Coward · · Score: 1, Interesting

    Amen to that. The astonishing graphics on today's games are quit fantastic, but I find myself increasingly disturbed at how shallow the plot lines and characters are of many modern games. Final Fantasy X is a good example. I loved the final fantasy games because of the complexity and the personal connection with the story line and characters. When I played X I was bored to death because I was just being strung along from one battle to the next and/or graphic cinematic. They had spent so much time creating the graphics that they could not devote programming time to creating a more interactive gamespace. Unless developers can budget both programming and graphics they need to stick to programming so that we have games that are still fun to play and get involved in.

    1. Re:I agree by zephiros · · Score: 1

      how shallow the plot lines and characters are of many modern games

      I suspect this will become a larger problem in the future. The problem of lifeless characters can be solved, somewhat, by improved character animation techniques. But without fundamentally changing the way characters interact with their world, you're just going to end up with hyper-realistic quest-dispensing vending machines.

      Bulking up backstory and character dialogue is a short-term patch, but ultimately characters will need to become as emotive as they are well-rendered. And they'll need to interact with the world's social landscape as effortlessly as they interact with the world's collision meshes.

    2. Re:I agree by agraupe · · Score: 1

      The best Final Fantasy IMO was Final Fantasy VII. My ultimate dream is for them to redo the game for the PS3, taking advantage of full 3D environments and better rendering. In terms of gameplay mechanics and storyline, it can't be beat (FF8 came close, but failed).

  12. Recent Nostalgia by Apreche · · Score: 1

    I think that the recent increase in nostalgia gaming and the decline of the PC gaming market are proof of this. Look at all the games Nintendo is selling hundreds of thousands of copies of. Not one of them has ultra-realistic graphics. What they do have is nostalgia and gameplay.

    To contrast lets look at the PC gaming market. HL2 and Doom3 are the only games of note for the entire PC platform. Virtually every other game has been ignored other than MMOs, which are a seperate story. But that doesn't mean that there aren't any PC games. Look at games like Farcry you got some crazy awesome graphics there. But these games aren't selling nearly as well as the Nintendo games.

    People keep forgetting that what makes a video game is the game not the video. The interactive element between the player and a virtual world is where the innovation has to happen. Just increasing the quality of the output doesn't do the trick.

    The idea is not new, but think about this. Let's say you have a team of guys getting ready to make a new FPS. Instead of making a new 3d engine, models, textures, sounds, etc. Spend that time instead doing this. Make a game with so-so graphics. Do it at SNES quality graphics, or PS1 quality graphics at the most. But spend that time you would have spent working on fancy graphics to make the game bigger. In the space of just one FMV how many levels of Super Mario can you fit? In the space of just one fully rendered model with textures how much plot and detail can you add to a game like FF6?

    Don't waste time on graphics. Use the computing power at your disposal to make an old school game, with high quality gameplay, but make it bigger and badder than ever before possible. If you look at how the market is swinging these days, its sure to be a big hit.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Recent Nostalgia by bigman2003 · · Score: 1

      Well, they DO make 2D games still- take a look at Metal Slug 3.

      I was VERY interested in this before it came out- I thought it sounded like a good idea, to put a 2D shooter on more modern hardware, and see what happens.

      Well, I got the demo, I found out what happens...In my opinion, it sucks.

      As confused as I was the first time I played Mario 64- I realize that it was a huge step in gaming. I loved Donkey Kong Country, and I liked Donkey Kong 64 (except for chasing those damn bananas...what a pain in the ass) but so much progress has been made with 3D gaming that going back to 2D is well...quite a let-down.

      Take a look at the Panzer Dragoon series of games. Play Panzer Dragoon Orta on the Xbox, then go back to the others. The previous games were good, but absolutely no match for Orta.

      Nostalgia is big in America right now. A lot of people are convinced that things were so much better in the past (just watch 'I love the 80s' or 'I love the 90s', or notice how fondly people use the term 'old school'). Hopefully this will run out of steam soon, and we can get back to the business of creating a future...not looking back on our childhood with rose colored glasses.

      --
      No reason to lie.
    2. Re:Recent Nostalgia by Anonymous Coward · · Score: 0

      There was no limit to the number of levels of super mario, if they ran out of space on the cartridge they could just have used two, or ten...

      Games are usually of a finite length because the designers don't want to work on levels no-one will ever play. It's a lot easier to have a smaller number of levels and let people play through them at (possibly infinitely) increasing difficulty settings.

      Alternatively, just supporting fan-created levels game gives the same effect for less effort.

    3. Re:Recent Nostalgia by king-manic · · Score: 1

      Nostalgia is big in America right now. A lot of people are convinced that things were so much better in the past (just watch 'I love the 80s' or 'I love the 90s', or notice how fondly people use the term 'old school'). Hopefully this will run out of steam soon, and we can get back to the business of creating a future...not looking back on our childhood with rose colored glasses.

      Having a bafoon in power, evil men directing policy, lack of good paying jobs, slow economic growth, the world hating you ect... it's easy to be nostagic.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  13. Realism? Nah. by grm_wnr · · Score: 1

    This is a trend I've been seeing in Movies (Shrek comes to mind) as well as in computer games: Recently, the enhanced realism in computer graphics only shows how hard it is to do, and how much we aren't quite there yet (and maybe never will be). I find stylized CG (XIII or say, The Incredibles) much more interesting.

    1. Re:Realism? Nah. by nine-times · · Score: 2, Insightful
      What I find it shows, most clearly, is how hard it is to do WELL. Shrek 2 doesn't fail to look ultra-realistic, it's just going for a particular blend of realism and cartoonishness (and I think it does a good job). The Lord of the Rings may, perhaps, be a better movie to look at. Gollum was a terrific example of realistic CG being used effectively. What many people fail to recognize, though, is this doesn't JUST require technology, it requires artistry.

      Saying 'CG isn't good, look at how many people fail to make it look right' is a little like saying 'The invention of PAINT has failed! Look at how many bad paintings there are!" The technology is there, and those gifted and skilled enough can create terrific things, but the technology in the hands of a hack will create abominations.

      I think the poor use of graphics technology is just a symptom of a more general, and obvious, problem with the gaming industry (and other industries as well):It's hard to make something good. It's hard to do something creative and innovative and 'well-done', and if you can make money stringing crap together and selling it with a gimmick, people will do it.

      Game-makers, not having a sure-fire way to make good games, want a gimmick that will guarentee some sales. If they can throw in some cheesey visual effects, make a sequel to a tired series, or attach a game to a successful movie/TV franchise, they will, because these things are easy, whereas making the game good would be hard.

    2. Re:Realism? Nah. by KDR_11k · · Score: 1

      The makers of Shrek said in an interview that tey actually had to scale back on the realism of e.g. the princess since they didn't want the characters to look realistic.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  14. 3d by sporty · · Score: 1
    Software rendered or done on a souped up video card, being able to move in 3d, is biggest graphical technology, imho, to come to pass.


    Games like double dragon, TMNT (original), street fighter, they all were cool games, but it didn't make sense that you could dodge backwards and vertically (by jumping or ducking) but not in a 3rd dimension. Yes, you you had limited movement in the 3rd dimension, but you couldn't turn diagonally like you could in true 3d games like Mario 64, or Quake or DOOM. Wolfenstein 3d doesn't count btw, no vertical movement ;)


    That added a lot to the gaming experience over games like Mario Brothers, OutRun or Adventure of Zelda.

    --

    -
    ping -f 255.255.255.255 # if only

    1. Re:3d by king-manic · · Score: 1

      Games like double dragon, TMNT (original), street fighter, they all were cool games, but it didn't make sense that you could dodge backwards and vertically (by jumping or ducking) but not in a 3rd dimension. Yes, you you had limited movement in the 3rd dimension, but you couldn't turn diagonally like you could in true 3d games like Mario 64, or Quake or DOOM. Wolfenstein 3d doesn't count btw, no vertical movement ;)

      Making sense isn't the point. having fun is.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:3d by real_smiff · · Score: 1
      Making sense isn't the point. having fun is.

      Agreed. for some reason, the human brain has no problem accepting the rules of a 2d game universe. it's bizarre, on the surface doesn't make sense, yet is so natural, it wasn't really questioned by players until 3d came along. further, i would argue that precise control (of the kind Super Mario Bros. or many shooters encouraged) is still only possible in '2d' games.. remember 3d is only a 2d window on virtual 3d space, you have no binocular vision, and controls are still an issue. imho.

      --

      This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.

  15. Yeah by Hard_Code · · Score: 1

    "at some point game graphics will look as good as real life."

    Yeah, because I see dozens of corpses every day in REAL LIFE, and *gee* it gets boring after a while.

    --

    It's 10 PM. Do you know if you're un-American?
  16. previous discussion by DaveJay · · Score: 1

    Good gaming is about good gameplay; if you don't believe that, go play with MAME for a bit. The problem is, game marketing has changed.

    Once upon a time, you either watched someone else play in an arcade, risked a quarter to play it yourself, or went over to the house of the kid whose father bought every new console game that Nintendo advertised. Marketers had it easy.

    These days, there are so many games available, and prices are so high, that you're at the mercy of relying on review articles or limiting yourself to the games that your friends have already bought. Articles can't show gameplay, and game companies can't control the games your friends choose to show you. What is a marketer to do?

    Answer: great graphics! Great graphics == great screenshots for the magazine review. Great graphics == your friend using the game to show off how good their new video card looks. Both of those == increased sales.

    Not all graphic improvements are bad -- certainly, I wouldn't play my trusty late 90s copy of Gran Prix Legends using software rendering -- but beyond a certain point graphic improvements are marketing-driven, not gameplay-driven, and we've long since passed that point.

    For a driving-centric example of this, play Test Drive: Le Mans (Dreamcast version only). Then, play Gran Turismo 2 (PS2). Marvel at how crappy Test Drive: Le Mans suddenly looks. Then play Test Drive: Le Mans again. Marvel at how dull and unresponsive Gran Turismo 2 suddenly feels. And in a week, see which one you're still playing.

    1. Re:previous discussion by MoistVomit · · Score: 1

      I'll have to agree with you on this one. It's no wonder I find myself going back to my Dreamcast moreso than my ps2 .... Samba De Amigo anyone?

  17. Agreed with the premise by Jahf · · Score: 1

    I would pay more money for a new chapter of Fallout, with the same graphics as before, than I would for Doom 3.

    I think the stuff going into Half-Life 2 is awesome, but I -still- would have wanted the game if it looked the same as before (ok, some higher resolution textures would be good but the engine worked well). Most of my gripes with 3D games have been on the mechanics side of things, not the whizbang graphics side.

    I wouldn't mind seeing a 3D treatment of my all-time favorite Squarez! but it would be QUITE well handled with 5 year-old graphics technology.

    Games should focus on being -games- first ... enjoyable, fun, repeatable OR with tons of content (if not repeatable). The benefit of having the most up to date graphics engine will quickly wear off if the game itself is not up to par.

    I am not saying that people who want to tweak an engine to use every possible CPU cycle should be fired, merely:

    a) That should not be the focus of the game (in other words, don't expect me to want to play just because it looks pretty)

    b) That a game should never be SO far out on the bleeding edge that only a small percentage of rigs can run it. Doom 3 seems to be close to this bleeding edge but probably not quite too far based on specs I've read ... but beware that any more hardware limit will severely limit your market as well.

    --
    It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
  18. Eventually graphics will bite us.. by inkless1 · · Score: 2, Insightful

    Sooner or later all these high end engines are going to raise the cost of games. Every time these guys go from 10,000 to 100,000 poly models, that's just that much more time spent in a studio trying to get killer models done, and then there's the additional texture work, sound, etc.

    The engine might come out of the box to run at these level, but the asset work still requires that much more work to complete.

    I'm seeing this all over the place in the (unreal) mod community. People don't want small mods anymore, they want commercial quality games. The problem is - making that quality gets more time consuming, requires more organization, etc. Few mod teams have the steam and those that do can rarely get out innovative work (which IMO, is the job of mods) ... or they're small pro shops looking to make a name for themselves.

    I'm actually looking to make use of the 2D aspects of Unreal to lower asset costs.

    But back on topic - the high end nature of the graphics keep increasing the production costs, which eventually are going to have to increase product cost.

    1. Re:Eventually graphics will bite us.. by Jerf · · Score: 1

      Sooner or later all these high end engines are going to raise the cost of games.

      They already have raised the cost, sort of... Games cost what they did 10 years ago but go to a much larger audience. If the games weren't so large, volume discounting (which can be wery powerful for software!) would have pushed the price down to $30 or $20... below that and I think you'd have perception problems. (People instinctively distrust something that is "too cheap", because they are usually right.)

      Proof: A new quality Gameboy Advance game is usually $30. I've seen some at $35 but I think that is the retailer, because I can usually get them for $30 somewhere else. Cheaper games go for $20 new. (They probably can't get to $10 effectively because of cart costs.) (Be sure to pick up the Atari2600 cart; yeah, 2/3rds of the games suck but that's still 20 that don't :-) )

      One not-much-talked about consequence of the next generation of portables is that if they are more like a console in quality, they will be more like a console in game price.

    2. Re:Eventually graphics will bite us.. by AuMatar · · Score: 1

      Its worse than what you think. The higher production costs makes it much harder for small groups to write games. This means many of the small companies which would truely innovate will never come to market. In the long term this will really hurt the games industry. Hell, looking at the games put out in the past 2 years, innovation is already dead.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:Eventually graphics will bite us.. by KDR_11k · · Score: 1

      Or it means smaller dev houses should accept that making a game that looks as great as the latest EA or Square-Enix game shouldn't be their goal. A great game can sell well despite graphics. Think Rollercoaster Tycoon.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  19. MOD PARENT TROLL by Anonymous Coward · · Score: 0

    If I had mod points you'd be getting a -1 troll. you sound like a linux user, bitter that decent games dont come out for your os. your claims of Angband and Nethack having more longetivity than Quake and Diablo are humourous. I know hardly anybody who plays nethack and have never even heard of Angband, yet I know loads of people who still play quake (well, quakeworld, but its the same thing). I will give you diablo, that got old fast... JUST LIKE NETHACK

  20. Better graphics should push gameplay by sw33tjimmy · · Score: 1

    Sometimes graphical advancements can actually augment gameplay in certain situations. Take Splinter Cell for example. You may or may not like the title all that much, but the gameplay is greatly improved upon by the fact that the graphical engine includes shadows that you can hide in. Without the accurate visual representation, you'd have to rely on a stealth meter which is archaic in comparison.

    Splinter Cell is one of the titles out there where better graphics pushed better gameplay. I'm hoping that Doom3 follows that trend.

    --
    Get Virtual.
    1. Re:Better graphics should push gameplay by AltaMannen · · Score: 2, Insightful

      Not necessarily. You could just paint in the shadows into the background and when a character stands in the shadow you just use a darker palette to render the sprite, signalling to the player that you are now hidden. The advance in graphics technology just makes the effect better-looking.

    2. Re:Better graphics should push gameplay by sw33tjimmy · · Score: 1

      You just offered proof of my point. There was a time when console games offered no more than 16 colors. How would you propose to create shadows with one miniscule pallette? How could quake have been possible without enough computing horsepower to create a 3D environment? Graphics(or I should say hardware) have improved and because graphics have improved, gameplay has also been able to improve.

      I guess you could keep arguing against me, but that's only because you refuse to even consider my point. Honestly, I don't know who in their right mind would NOT want graphics to push gameplay.

      --
      Get Virtual.
  21. Substance over Style by Lightwarrior · · Score: 1

    > "Overfocus on hyper-realistic graphics and modeling, while not a bad idea in a general sort of way, can also impede quality of gameplay."

    Gamers know this already; a game is not graphics alone. Without good gameplay to back it up, a good-looking game will still do rather poorly. And a game with relatively dated graphics can still do quite well with exceptional gameplay.

    -lw

    --
    Mods: Disagreeing with me != my post Offtopic / Flamebait.
    World without hate or war, invaded. Tragic?
  22. in the old days, sonny... by Anonymous Coward · · Score: 1, Insightful

    We used to play game for their abstractedness! Games would take us to weird and wonderful places that couldn't ever exist in reality! You young 'uns today have no imagination! Everything has to be real. Well dag nabbit, real is boring!!

    Now fetch me my cane.

    1. Re:in the old days, sonny... by TheAdventurer · · Score: 1

      If I had mod points, I would mod this up.

      I also played games as a child because they transported me to amazing and otherwise impossible worlds. I used to love exploring the worlds of Sierra's 2D Adventure games, or blowing up incredibly blocky and ugly looking tie-fighters in X-Wing.

      The primitive graphics of those games are not the virture; having bad graphics does not make a game "cool" or "old school". The issue was, the developers concentrated on tapping into my imagination, not blitzkrieging my eyeballs.

      It's like books; books have the worst graphics of any story-telling medium in the world. And yet, the book industry is still thriving (and I happen to love books and still read them). I think games have a great opportunity to capture our imagination with book-like creativity and immersiveness, and yet dazzle and addict us with the quality gameplay elements of video gaming. The graphics of a game are not totally unimportant of course, but should be used to enhance the imagination's interpretation of the game, not replace it.

  23. exactly by sw33tjimmy · · Score: 1

    And unfortunately, the Xbox is usually the system that proves this example time and time again. take Brute Force, for example. Beautiful game, but it's just not fun. The same could be said for Blinx, Munch's Oddesy, Blood Wake, MechAssault, etc.

    On the other end of the spectrim, look at Rock 'n Roll Racing for the SNES. That game, to this day, still earns my appreciation. I have yet to find a person that didn't like it, in fact.

    --
    Get Virtual.
    1. Re:exactly by Sysgen · · Score: 1

      I wouldn't say it proves time and time again. This had been the case when the Xbox was trying to establish itself as a major player, which was when many of those projects were initiated. Microsofts model has moved towards quality and Microsoft understands that both great grpahics and great gameplay will sell systems. Great graphics in Xbox games are necessary as the Xbox demographic demands it.

  24. Complex environment make us loose the "action" by fluor2 · · Score: 2, Insightful

    I play Half-Life Counter-Strike. Every map in the game consist of crates/boxes which are square-shaped. These are the few places where people can hide.

    Now, the new game-engines out there seem to sport many new elements like trees, vehicles, grass, bush, etc. Which by the way makes us have to look really carefully for an enemy when we play. This really removes the "action aspect" of the game.

    Mind you that when people make small arenas in real-life games, they often remove these complex things that slow down the gameplay.

  25. Game selling graphics by Anonymous Coward · · Score: 1, Insightful

    Games based on high quality graphics isn't going anywhere soon. Action movies still pull in viewers no matter how crappy the plot/acting is. I'll admit that I highly doubt that any game based on eye candy alone will ever be the number one selling game, much like that of the video industry I doubt an action movie will ever be the number 1 grossing movie.

    They are niche markets so to speak and will always draw people. If you look at the video industry the number 1 grossing movie of all time is Titantic, and the number 1 selling game of all time is The Sims. Both of them I personally don't care much for, but the fact that they have such a broad based market allows them to do well.

    I do admit though, Graphics have reached a point of diminishing returns, that being the amount of time spent on the graphics doesn't make it all that much better to the eye. This allows games that aren't based on state of the art graphics to catch up so to speak to the game engines that are based on eye candy.

    Basically what I mean is that the eye candy market isn't going anywhere, rather more games which aren't based solely on eye candy are filling the needs of eyecandyaholics!

  26. The real problem is.. by arieswind · · Score: 2, Interesting

    Well.. the real problem I see is that companies are adding realistic graphics without the mandatory elements that go along with them i.e. if you are going to render each finger individually, you better make them move like real fingers. If you are going to make the characters mouths move when they talk, you better make damn sure that the speech lines up with their motuhs, or else it will stick out like a big fking X painted across your face..

    I've seen plenty of games that only used 2d sprites, cel shaded or low poly(relative) 3d graphics that had more expressive and deep characters than some if not many of todays games with lifelike chars

  27. Real-time Lighting is a breakthrough by ILL+Clinton · · Score: 5, Interesting
    I agree with the idea that higher resolution and realism may not contribute to good game-play without good game design.

    That said, as someone who uses game technology for uses other than playing games (ie machinima,) I can say that the real-time lighting effects in Doom 3 are a huge change, and a sort of breakthrough in terms of what's possible.

    When making Machinima, we are able to come very close to the techniques of real film-making. But the lighting has always been a limitation. Film-making is all about light. So the fact that we can now position lights in-game in real-time and create shadows, means we are that much closer to real film-making techniques.

    Of course, if the past is any indication, we won't actually start to use Doom 3 for Machinima until Doom 4 is released. ; )

    The ILL Clan - Machinima Pioneers

    1. Re:Real-time Lighting is a breakthrough by eudas · · Score: 1

      is this why DX:IW focused so much on lighting, despite the fact that it added little to game play and in fact made most machines running it chug like 386's? if so, i wish they'd focus on the game and less on neat-o lighting special effects. Sure, they're nice, but fucking useless if i can't accomplish the main point of the program at a reasonable framerate. [And no, my machine isn't crap; Athlon 2700+, 1gb pc2700 ddr sdram, nvidia gforce4 ti4200 64mb, asus a7n8 motherboard.. should be able to run anything like a champ.]

      eudas

      --
      Blessed is he who expects the worst, for he shall not be disappointed.
  28. Faces by wickedj · · Score: 2, Informative

    I've been thinking about this for quite some time and I realize that I'm more comfortable around cartoon and animated graphics than I am with pseudo realistic graphics. I've seen some movies and games where they try to make the face of a character as realistic as possible. However, it just feels eery to me. The closer they get to reality the more eery it feels. There is always something that just doesn't fit. Lips don't move properly, the skin is too shiny, the face too perfect, or the features too symmetrical.

    In fact, I just looked on Google to see if anyone else noticed this and found this article.

  29. Most of you are forgetting the most important part by Mr.Fork · · Score: 5, Insightful

    Having worked for a gaming company and in the game industry for over ten years, gameplay and graphics go hand in hand. Yes, good graphics will improve sales but it will not make the game. I think most of us are smart enough to know that while eye candy is dandy, being real is the deal. But there is a lot more to developing a decent product.

    There are four important factors in a games success:
    1: open sourced/editable for improvements and new version (i.e. battlefield1942 morphing into desertcombat or starwars's galactic conquest, nethack)
    2: gameplay that can extend beyond the original campaign(dynamic campaigns, add-ons)
    3: good customer interaction and support for the game community (ie.combat mission, halflife, quake)
    4: product that does something new or is not scared of rattling the conservative right (Grand Theft Auto)
    .

    The fourth will garner attention as free marketing. Rockstar used it for GTA:Vice and it worked brilliant.
    Put those into a game, you've got a home run every time.

    --
    Management is doing things right; leadership is doing the right things. - Peter F. Drucker
  30. Sir Fobos! by I+judge+you · · Score: 1
    Doom was actually a playable game from the map screen if you turned on display of objects, and doing this shows how moronically simple Doom and Quake are.

    I see you weren't on the high school debate team.

    The appeal of the games, however, came from the presentation of the data, and the atmosphere produced by the amazing, moody artwork.

    I guess the well-tuned low level gameplay had nothing to do with it?

    Linux games should focus on extensibility, replay value, using randomness (cf. Roguelikes), and multiplayer, which gives games far more gameplay depth than the engine would seem to warrant (cf. Quake, Diablo II).

    Holy Shit!! One thing linux doesn't need is more retarded armchair designers.

  31. Oh, so many uninformed comments by spaeschke · · Score: 2, Insightful
    Anyone else amused by comments posted by people whom quite obviously aren't gamers? "Things were so much better back in the halcyon days, yadda yadda". They all bring up games that are 7-8 years old and have zero bearing on what gamers are currently playing. It's absolute nonsense. I'm in my 30's, have been a gamer all my life, and remember quite well the games of the late 70's and onward. Guess what? Most of them don't hold up anymore compared to modern games. The usual Nethack zealots really get me; there is a reason that Rogue-like games aren't produced in great quantity anymore (although you could make the case for the Diablo and Dungeon Siege games being their descendents), and that's because they frankly just aren't interesting.

    Games have increasingly getting more and more complex over the years, and thankfully so have the graphics associated with them. The higher production values are noticeable, and the entire affair is more engaging than it's ever been. While highly simplistic gameplay can be great, no one mentions that it's also damned hard to pull off so one doesn't get bored of it.

    Does that mean that all old games are junk? Definitely not, but classic games that can hold one's attention indefinitely like Tetris are flukes. They aren't the norm, and on balance the majority of games being produced today are far better than their predecessors.

    1. Re:Oh, so many uninformed comments by Sigma+7 · · Score: 1
      They all bring up games that are 7-8 years old and have zero bearing on what gamers are currently playing. It's absolute nonsense. I'm in my 30's, have been a gamer all my life, and remember quite well the games of the late 70's and onward. Guess what? Most of them don't hold up anymore compared to modern games
      While it is true that most classic games don't hold a candle to modern games, it is usually based on the fact that 90% of all games are unaldurated crap. As long as a game is of high enough quality in game play, it will remain around for a long time - and will only disappear once it is replaced by a true successor

      You mentioned Tetris - it's a very simple game that is suprisingly good at holding attention. The thing with Tetris is that the simple ans easy-to-learn game had is limited room for improvement, with the exception of "puzzles" and challenges (such as in NYET III: Revenge of the Mutant Stones). Even the inventor of Tetris couldn't make such a replacement.

      The usual Nethack zealots really get me; there is a reason that Rogue-like games aren't produced in great quantity anymore (although you could make the case for the Diablo and Dungeon Siege games being their descendents), and that's because they frankly just aren't interesting.
      From my understanding, there are a couple of major roguelikes under development, either at their base version or their source ports. Even so, I still see activity on the newsgroup rec.games.roguelike.development where a version update for a roguelike game appears (among discussion for creating a roguelike.), at a rate that indicates that roguelike development is in progress. While there has been a shift in some games from Ascii to bitmaps, these Roguelikes are still being developed.

      Also, Roguelikes can still be interesting in the modern age - Nethack is one example where there is a massive amount of items and interactions between items and monsters, something that hasn't yet been reproduced in another CRPG.

      Games have increasingly getting more and more complex over the years, and thankfully so have the graphics associated with them. The higher production values are noticeable, and the entire affair is more engaging than it's ever been.
      Personally, I attributed the higher production values to the software development mills, where large quantites of software is released that has limited gameplay value. More often than not, most of the games being released (especially within the RTS genre) appear to have major issues that make gameplay substandard, either by boring or repetitive implementation (stereotypical of the FPS genre) or by a kludgy interface (stereotypical of the RTS genre.)

      Does that mean that all old games are junk? Definitely not, but classic games that can hold one's attention indefinitely like Tetris are flukes.
      I agree completely - however, I instead believe that most games after the semi-classic era (i.e. 1993-1998) are flukes for not knocking off the older games. Given the massive amount of games available on the market, there is no reason why developers haven't created a lessons learned database on what works and what doesn't. At the very least, there should be mental notes, such as the necessity of lead-ahead in modern games - but mental notes don't remain when there is a high turnover of employees.
    2. Re:Oh, so many uninformed comments by spaeschke · · Score: 1
      From my understanding, there are a couple of major roguelikes under development, either at their base version or their source ports. Even so, I still see activity on the newsgroup rec.games.roguelike.development where a version update for a roguelike game appears (among discussion for creating a roguelike.), at a rate that indicates that roguelike development is in progress. While there has been a shift in some games from Ascii to bitmaps, these Roguelikes are still being developed. And I'm sure those homebrew monstrosities will shake the gaming world...

      A small band of nerds updating Telengard in their free time does not a resurgence of a gaming genre make. Much like Tux Racer, these games will have a whopping huge audience of around 10 people or so; the same people that put them together in the first place.

    3. Re:Oh, so many uninformed comments by Sigma+7 · · Score: 1
      And I'm sure those homebrew monstrosities will shake the gaming world...
      Out of all of the games released, there have only been a select few that shook the gaming world - regardless of which genre that are released in. And as you know, those types of games are hyped up through advertisments and claims of revolutionary gameplay.

      A small band of nerds updating Telengard in their free time does not a resurgence of a gaming genre make.
      In case you haven't noticed, there is a signficant chunk of gamers that are on a tight budget that need to save up $50 or more just to get their hands on the latest game. By the time they get the $50, the "blockbuster" game in question is gone from the shelves, replaced by the next "blockbuster".

      As long as this group of players exist, you will always see people going for rougelikes. And as you know, roguelikes are generally light weight as well - you won't need to update your computer every six months to keep playing these forms of games.

      Much like Tux Racer, these games will have a whopping huge audience of around 10 people or so; the same people that put them together in the first place.
      Have you checked the roguelike groups recently?

      In case you haven't, the traffic on those newsgroups is comparable to a large number of the individual ForumPlanet forums about CNC, Quake, Deus Ex, etc. However, those more "fancy" games have players come and go all the time - roguelikes are the only genre that produces and keeps a significant stable player base. And as you know, a stable player base is much better than a large but trendy one.

  32. Audio Quality is more important than Graphics by FFFish · · Score: 1

    Think back over the games that really immersed you... was it the graphics or the aural environment?

    For me, sound makes a huge, *huge* difference to immersion. The tension of hearing an unknown bump in the night, the thrum of big machinery, the startling screech of something nearby, a ricochet shot that just missed my head... these add a lot more to my game experience than a more-accurately rendered face viewed from 100 feet away...

    --

    --
    Don't like it? Respond with words, not karma.
    1. Re:Audio Quality is more important than Graphics by Anonymous Coward · · Score: 0

      I played a halflife mod called 'They Hunger' and its successors, and the sound was incredibly creepy. The gameplay was still kill the monsters, but the sound made the game. I remember just about jumping out of my chair at some of the effects, they were so well done.

  33. DOA2 VS DOA3 by Taulin · · Score: 1

    I personally prefer the texture oriented detail found in DOA2 VS the higher polygonal detail found in DOA3. Sure, they both look great, but those characters are not meant to look, and more Anime'ish. Making full 3D representations kind of break the feel.

  34. Discussion on Videogame Graphic Advances by u-238 · · Score: 1

    Not That Important?

  35. The Uncanny Valley and the Hardware Industry by stonedonkey · · Score: 1

    As graphics become more advanced, you run into a problem a Japanese researcher discovered called the Uncanny Valley which I believe has been mentioned here before. Basically, there is a zone right before true biomechanical and visual accuracy where the viewer's affinity plummets. Thus the success with anthropomorphic game characters--Jak, Sonic, Conker, et al--and the intentionally lowered parallelism in GTA3, Prince of Persia, Beyond Good and Evil...et al. Thus contriubting to the underwhelming sales of Deus Ex 2 and Thief 3 (which were also a bit buggy and not sufficiently optimized for the PC).

    Despite that, the valley can be overcome by providing a generally lush environment, like in Far Cry and Doom 3. In Deus Ex and Thief 3, the "funereal" nature of the character models stands out like a sore thumb because the environments are relatively middle-of-the-road, Thief 3's lighting model notwithstanding. They *do* look a little creepy and waxy.

    However, money has to be made in PC gaming, much of which is pushed by the inevitable upgrade cycle. This is mainly brought on by competing titles and publishers, instead of being demanded or even requested by the buying public. We just want the game to work, really, and looking nice is also good, but not necessary. However, the upgrade cycle creates a cognitive contradiction, where we *need* the games to look nice because we've spent so much money keeping our systems upgraded--a requirement spawned by industry competition. It becomes a vicious cycle--for the gamer. The industry reaps the rewards either way.

    But, with the increasingly impressive spec lists on consoles these days, with the price tags remaining relatively static (around $300 at launch), it becomes increasingly difficult to convince the PC gamer to plunk down more money for a videocard than he would pay for both the console and the game. Heck, you can get a GameCube, the game, and a brand-new TV for less than the cost of an X800 XT.

    So many people ask, "Will my system run this game?" And it's getting difficult for the undustry to convince them *not* to buy a console, especially when many within it have made that decision already. Doom 3 and Half-Life 2 will just work on the Xbox. One disc, no driver issues, and if you find out that you don't like it, you can just return the game or sell it back to the retailer for, typically, twice the money you'd get for the PC version. Or you can rent it for the tenth of the cost of the PC version.

    In the end, if the PC gaming industry wants to retain its user base, I think it needs to innovate in design, not in visuals. Easier said than done, granted. But the PC still has capabilities that the consoles can't touch, like online communities, mods, and other various sundry. If a dev can integrate things like patch updates and the above items into the game design, seamlessly, they might be able to keep ahead of the tide. Some of them do these things already, but there needs to be a standard, IMO.

  36. Life at the trailing edge by exp(pi*sqrt(163)) · · Score: 1

    One day I woke up and realized that I didn't need the latest technology. I realized that there really is life behind the leading edge. A good game from 5 years ago is as good as a good game from today, except the game from 5 years ago costs $4.99 or less instead of $49.99 and plays on a used PC that costs $200 instead of $2000. And if the game made today really is that good...then in 5 years I'll be buying it for $4.99 to play on my $200 system. And I'll have no trouble waiting those 5 years because I'm nowhere near finishing those games from 5 years ago yet.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  37. Playability first by gamedude · · Score: 1

    story driven games with immersive plotlines and characters fare better with me than fancy graphics. I think players miss the meat and potatoes and are getting sick on the icing.

    --
    GameDude http://www.download-free-games.com/
    1. Re:Playability first by Anonymous Coward · · Score: 0

      I think homer would say:
      Mmmm... Meat & Potatoes with Icing...

  38. Re:Most of you are forgetting the most important p by servognome · · Score: 2, Insightful

    There are many games that fall outside of the four factors.
    Myst, Far Cry, Baldur's Gate, Splinter Cell. They don't have customization, open source, or anything breakthrough like you list; They just executed an existing genre really well.
    Myst was just an adventure puzzle game, with [at the time] mindblowing graphics, and really well executed puzzles.
    Far Cry is just an FPS with mindblowing graphics and really good physics. The story, the multiplayer, even the gameplay is pretty good, nothing terribly special.
    Splinter Cell is a good stealth shooter with good gameplay but not spectacular, once again graphics and level design make the game.
    Baldur's Gate series was just a great story, mediocre graphics, average gameplay
    On the flip side there are games that have one or more of the four things you list, but aren't great (there are no sure homeruns) because they executed poorly. Tons of me-too RTS that have dynamic campaigns, lots of sucky editable FPS, and even more badly made "controversial" games.
    The only one that I think does make for a successful game is number 3, but often that is more something that happens as a result of a good game. It doesn't matter how much a dev supports the gaming community if the game is bad.
    I think the items you list can take a good game and make it a great game, ie Neverwinter Nights, or take a great game and make it genre defining. But none of those things really "make" the game either.

    --
    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  39. IT'S "LOSE", GODDAMMIT!!!!!! by Anonymous Coward · · Score: 0

    Fscking illiterates! English is not your native language? It isn't mine either!

  40. Physics more important than realistic graphics by Anonymous Coward · · Score: 0

    I prefer a game with realistic breast physics than realistic breast sizes.
    Big breasts bouncing is just so much better than average breasts not bouncing.

  41. From the article by 88NoSoup4U88 · · Score: 2, Interesting
    "Even the famously tech-fetishist id Software has brought on a professional writer for the development of DOOM 3. As awesome as technologies like shading and Havok may be, they in and of themselves are not games."

    I guess we have to do with someone very unimaginative, who is discarding lighting/gravity as a non-gameplay item.

    Bontago (www.bontago.com) proves for once that gravity can be used for the gameplay, and not gimmicky-like as in , for example, Mac Payne 2.

    For the lighting : I see plenty of options, since it's the cornerstone of most 3dengines (the shadows give something 'real ' depth) , ifnot our real lifes.

    I can see how someone can make a stand that only graphics, or only a cool gravity engine, can't make a good game on itself : But there are plenty of examples that are/will be.

  42. PC Capabilities by Anonymous Coward · · Score: 0

    What the PC needs really badly is decent, standard controllers (with games that use them) and more games that support split-screen. Neither too tricky to implement, but hardly anyone is doing it.
    With the controller issue it's possibly because most of the players who have the weight and tech to do it don't want to hurt console revenues, but I really don't see why e.g. Doom 3 won't be doing split-screen co-op (and DM) on the PC, when it will do for the Xbox. Perhaps windows(/linux?) needs better support for multiple keyboards and mice? And, ok, two keyboards won't fit on every desk. But I don't think these are huge issues.

  43. This problem of the Uncanny Valley by Pluvius · · Score: 1

    It's similar to the problem I have with cel-shaded games, especially the ridiculously cutesy Wind Waker. I can handle stuff like that with hand-drawn 2D, because even the best artist can't make a 2D drawing compare very well to real life; inaccuracies are expected. But convert a cel to 3D and the deficiencies of the style become blindingly apparent.

    What's my point? I guess it's the fact that ultra-realism isn't the only way that high-tech graphics can become jarring to the eye.

    Rob

    1. Re:This problem of the Uncanny Valley by king-manic · · Score: 1

      Look at Ghost int eh shell innocence. It can work. The uncanny valley describes soemthing else. Once somethign become too realistic but just short like 10-15% off it look unnatural and disturbing. But 2d graphics are much mroe then 10-15% off.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:This problem of the Uncanny Valley by Pluvius · · Score: 1

      Once somethign become too realistic but just short like 10-15% off it look unnatural and disturbing. But 2d graphics are much mroe then 10-15% off.

      That's my point. 2D graphics are way off, so they don't look as weird as cel-shaded 3D.

      Rob

    3. Re:This problem of the Uncanny Valley by king-manic · · Score: 1

      Thats my point about the uncanny valley. Since their way off, it has nothign to do with the uncanny valley. The uncanny valley is only when it's so close but just a bit off. 2d on 3d works just fine. See Vietiful jo, or Xenogears, or FF tactics.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  44. And the disk drive in Dungeon Master by Lucius+Sour · · Score: 1

    I couldn't agree more, but then I'm biased coz I'm a sound-guy. One of the things about Return To Castle Wolfenstein (apart from the nice rocky rock-textures and great doomy Ramms+ein-like feel) was the great score and SFX. The downside of all this sonic realism is that when playing said game at 3AM on headphones in the dark, on the crypt level, surrounded by the undead, a bag of books falls off the bed behind me, causing me to nearly blast a hole clean through the seat of my chair.

    In the classic Dungeon Master on the Atari ST the programmers used to make the Floppy drive whir occasionally to increase the tension in the player, the intention being that the player would imagine the game was loading up some monster for around the next corner. Being an utter saddo I used to put a bit of wire in the monitor port's mono sound out and one in the earth and connect these to the mixer in my studio, where, with a bit of stereo reverb from my Midiverb One (it was the 80's remember) I could get all those dungeon clanks to sound really, really clanky!

    I've mentioned this before, but in case anyone still wants to play Dungeon Master, they can download Return to Chaos from

    http://www.ragingmole.com/RTC/

    and let Mr Gilbert what a top chap he is!

    --

    Hands up everyone who refuses to obey orders.

  45. Why Can't We All Just Be Friends? by urbaer · · Score: 1

    Look, Tetris with great GFX is still good right? Halo wouldn't work with bad GFX. Vice City would be a different experience with different GFX (although I've been playing GTA & GTA2 of late and find GTA a little better, even with the not so hot GFX).

    GFX without gameplay is like a movie (or something you don't actually play with).
    Gameplay without GFX isn't as great.
    It's about balance. I suggest we get a delegation from each camp and sort out some sort of peace treaty. This war has raged for too long.

    Remember in the way back, before GFX were great? Sure there were great games then, but there were lots of really bad ones. And the same is true today. Hardware getting better doesn't change that at all.

    Hmmm.... what was my point again?

  46. Mutilple Uncanny Valleys by mfterman · · Score: 3, Insightful

    In my opinion, there are multiple uncanny valleys that gasmes can fall into. Graphics is only one of them and the most obvious of them. The other two things that have uncanny valleys are AI and physics.

    One of the problems that people are having now is the ability to make characters in the game behave in a realistic fashion. In older games, you had things that behaved in such an artificial manner that it didn't jar our expectations. Now that we're trying to make games more realistic, creating characters that act like humans, we're going to find the ways they fall short of actual humans rather jarring, for the same reason that we find the zombies of modern games disturbing. We're wired to react to people socially. We can deal with artificial things easily enough, but someone that acts like a weird human will push mental buttons that clearly artificial things won't.

    Likewise with physics. I think one of the reason a lot of very old games do very well in replayability is that they had totally unrealistic physics. Of course they had totally unrealistic worlds so we weren't jarred by the fact that things did not obey the normal laws of physics. Why did the things in Centipede or an early platformer act the way they did? That's just the way the world worked, and that was that.

    Now we're trying to create games with realistic looking worlds. And people wonder why they can't pick up a rock and break open a window. Or move aside crates blocking a hallway. Games are getting more real, and that means we're sliding into the Uncanny Valley again as our expectations rise up to demand realism and what we are wired to expect.

    Eventually things will get better, as we get good at creating synthetic digital actors who can express a range of emotions, and artificial personality programs that process player-NPC interaction and generate appropriate NPC reactions, and we have libraries that automatically model the physics and behavior of realistic objects.

    Incidentally, even as the polygon count goes up, I don't expect the artistic cost to go up proportionally. I do expect the artistic tools to get better over time. An artist who wants a forest scene will just tell the computer to create a forest and he'll be able to tweak parameters and make a few manual adjustments over time. Just because an object has a zillion polygons doesn't mean an artist has to specify each one by hand. I do expect the demands on artists to level off.

  47. Graphics are not that important by DuctTape4Windows · · Score: 0

    I think gameplay is the most important thing of a game, how realistic the characters move, react, and the physics in the game should be accurate. However, i don't think that graphics will get to the point that they are "too realistic" or "so realistic it looks fake/bad" because even now, graphics in some games add "garbage" to the graphics, imperfections, and "real textures" now instead of a few pictures taken with a digital camera, tiled all over the place, engines use randomness, to make textures, so it doesn't look like everything is tiled, also they can add "defects" i think if you look at a wall in any room of anything, you'll find some defects, you'll find little holes from nails in the walls, etc. games are starting to add those defects in, and lots of realistic dynamic trash, for example in GTA3 there is old newspapers and leaves all over the city, and if you drive a car by, the air movement from the car driving by moves around the leafs and newspapers. But that combines REALISTIC graphics with REALISTIC physics.

  48. Better graphics can lead to better/new gameplay by randomizer9 · · Score: 1

    The Movies in particular comes to mind, without the ability to render realistic-looking actors, the idea won't work. Of course it remains to be seen if it will work since the game isn't out yet.

    --
    A little nonsense now and then, is relished by the wisest men... --Willy Wonka
  49. I don't know anyone who buys games that ... by blahplusplus · · Score: 1

    ... suck in the gameplay department. I also don't know anyone that buys games for their graphics alone. Both play their part in staying with the status quo. The graphics should be as good as the hardware is capable and everyone accepts that. I don't think anyone is suggesting a return to 8-bit nintendo graphics, but 2D 16-bit style games could still hold up on modern hardware at higher resolutions if the art was updated with 'quasi' 3d / 2D artwork.

    The Gameboy advance while not being amazing in the graphics department is the best handhelds ever created because there are a lot good and original games for it, and they are fun (See: Advance wars / Advance wars 2, Golden sun, etc)

    Almost all games sell based on how fun the game actually is. Games cannot simply rely on graphics, the best example of these failures are MMOG's. Take a look at EVE: The 2nd genesis, thats what you get for focusing too much on graphics and not enough on gameplay: Shitty subscriber base. I was bored out of my f'n mind while trying to play that game.

    Now take a fun game like City of Heroes and you know why it is selling and doing so well. It's because it's a fun game and word of mouth and mindshare from previous success's is some of the best marketing you can get.