The Onslaught of Photorealism
Ant writes "Shacknews mentioned an article entitled 'Videogame Aesthetics: We're All Going to Die!'. In it, the author considers the pros and cons of the neverending push toward absolute reality in video game graphics (or at least the weird plastic look that people get confused with reality), and comes to the conclusion that all in all it's probably worthwhile. In the process, the author takes a look at several games that employ unique visual styles that are extremely successful without attempting any sort of photorealism." From the article: "The photo-real push is obviously important to many people within and surrounding the game industry, as demonstrated not only by the persistent trend in commercial development, but also by work such as the System Shock 2 mod Rebirth, which replaced some of the models with curvier versions, designed for more powerful machines than the original game."
Personally, I'm not that interested in photorealism in games; for me it seems to detract from the entirely fake world that game developers have created. I also think that what is starting to seperate the good game developers from the worse ones is their unique artistic style, and I have noticed that the more realistic games look the more generic they look. I think that you can add a lot of stlye to a game by adopting a nontraditional art style. As an example of what I mean, consider the works of Blizzard and Free Radical; neither company really pushes the latest and greatest in photorealistic technologies, but through the use of unique art direction have produced very interesting and beautiful games.
I guess we know what rtfa stands for: read the fine articel :)
Thing is, quite often the choice is not between "realistic" and "unrealistic" but "nice" and "ugly". Pixellated textures break the immersion. Squarish hair make girls unattractive. Plain Phong shading makes fake plastic effect instead of nice metal. The problem is that what could be solved with better concept art and design, is often solved by push towards more polygons per model or normal maps on the walls. Authors look at the screen and say "Ick, that's ugly!" and go about fixing that - not by scrapping the ugly design but by adding details, trying to make it less ugly.
Good games are art. Bad games are showbusiness.
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I believe that the more human-seeming the characters in games become, the more accessible and emotionally involving the games may become. Graphics are a significant component of this, though increasingly important is facial and bodily expression- and the interactivity is key, cut-scenes don't count and also canned animations etc. within the game get old once they are seen too many times (remember lame canned death animations before rag-doll physics?). The more nuanced and detailed and subtle a character can be, the more compelling they can be- one side effect is that games may no longer have to hit you over the head with over-the-top violence and skimpy outfits.
It's going to take increasing amounts of money and artists to handle all that extra detail though, I don't see any way around that, except through simplified scanning-in of real world objects and people.
Aural realism is more important. That's the one thing that has made the great games great: the use of audio cues and audio environment to enhance the gaming experience. From Doom through System Shock through Thief, it's always come down to audio, not photorealism.
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Actually, it'd be worse. Imagine jacking in, only to find yourself in Super Mario World 64...
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I don't care about increased polygon counts, vector shading, whatever they're using in the Lost Coast thingy for Half-Life 2. Okay, I DO, but mostly from a technical standpoint and an "oh wow" factor.
:P
I've said it time and time again. I'd rather play a game with beautiful hand-drawn sprites rather than crappy (but beautifully rendered) 3D characters. That said, I'm also a realist-if you can make something that looks bad in 2D better in 3D, then do so. There's also the limitation of genre. Most adventure genres don't need 3D rendering (and a few fringe subgenres absoulutely DEMAND hand-drawn art). However, racers and FPSes just don't look as good with Mode 7. Of course, there's always games that can only work in 3D but look crappy because of tech (read: Starfox). I could go on all day about it, but I won't.
That said, I believe that environments, done well enough, look far better in fully interactive 3D. Or maybe that's just me
For those who want good art direction AND visuals, pick up a GBA and get some of the higher-rated titles (and Sigma Star Saga, because it's underrated), and virtually every half-decent RPG. Almost all of the best GBA games have stunning art direction, and pixel-pushed goodness.
Photorealism is good for certain types of games, but will never replace more stylized art. It will just add another choice to those telling the stories. Take the analogy of cartoons - there are stories you can tell with modern animation techniques that would have been far less effective when the animation medium was in its infancy. Try to picture a "Ghost in the Shell," "Lion King," or "Ice Age" produced at the technical level of "Steamboat Willie." Or compare games to films. (Stop groaning and let me finish, dammit.) Film as a popular medium has only been around for a little over a century. Video gmes as we know them have only had about a third of that time to evolve, but in both cases as the medium advances, so does the choices of ways in which it can be used to tell a story. There will always be a place for black-and-white films, video without CGI effects, 2D cartoons, and games in which the characters don't look like a photograph.
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"I have noticed that the more realistic games look, the more the same as other crap games they tend to become. Game programmers must think we're really really stupid. They're repackaging the same old shit week after week and adding "better" graphics (where better is subjective)."
I think you're severely mistaken if you think anyone asked a programmer at all at most companies. (Well, other than at ID, but then their games are just tech demos anyway to sell their graphics engines.)
The days when one or two programmers could make a game just as good as anyone else's in their spare time, and proclaim it a big success if they sold 1000 copies and made $20,000 out of it are long gone. Nowadays, partially _because_ of the photorealism, game budgets are in the millions range, so you need a publisher.
And the publisher isn't evil or anything either, but they're risking millions on each game. And it's pretty much like a lottery there: most games actually don't make a profit. In fact, most games actually make a loss, and the publisher covers their losses from the profits from those that did sell well. (E.g., EA pretty much uses their sports games cash-cow to subsidize most of the other stuff they make.) And then some don't just make a loss, but are complete duds and sell 800 copies total, and noone is sure exactly why. And then some don't even get finished. (E.g., Jowood paid 5.5 million Euro to develop a game, and after many delays had to just scrap the project because the result was crap.)
Publishers go bankrupt, or get bought for pennies just for the brand name, all the time.
So the short story is that the publisher tries to minimize their risks. That tends to mean making more of whatever sold well last year.
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No offense, but it reads a bit like an undergraduate essay; perhaps an honors project, complete with a "hall of fame" for various aesthetic styles.
The point (as I understand it) is that visual representation and the drive towards "realism" detracts from the exploration of the wide range of visual styles available for game development. The author uses many examples, a few from film, but mostly from comics for his argument.
The problem with the article (besides its rather pretentious linguistic exuberance) lies in the incomplete realization of a very interesting thesis that lurks in the subtext, which betrays the failure to properly conceptualize the field of inquiry, viz. videogames.
Alright, time to cut the pretentious babble: at times during the author's exposition, the issue of limitations creep up. Mostly, these are (as is not surprising for most videogame freaks, given historical development) limitations in technology, and remarks made in passing do indicate that game development has to take this into account (with a salient example being Katamari Damacy). But there are other limitations, the biggest one being money, whether expressed in development time, anticipated sales, or the burgeoning arts budgets of big-ticket games. In other words, aesthetics does not merely consider formal aspects, but rather formal aspects as expressed in the proximate matter that we call "the medium". A painter can't paint on moonlight, but needs a canvas (of some sort). A filmmaker without film (chemical or digital) is not a filmmaker.
So at the heart of it is the computer, and its capabilities. But the problem here is not just material; it's formal. The Author assumes the essence of a computer game; that is he never defines his subject. As a result, he injects ideas and categorizations that are completely foreign to video games.
When I was younger, and even more pretentious, I once declared that if cooking were an art, I'd have slipped motor oil into the compote. I'm glad there's someone following in my footsteps and suggesting a matisse-like (as opposed to 1920x1280 matrix-like) pointillist video game. "Computer game" is not a monolithic concept: games belong to specific types, and those types have their proper artwork. Puzzles (like tetris) do not need photorealistic artwork; in fact, a pure puzzle works best with an abstract and unambiguous semantic scheme that communicate the salient information immediately to the player (imagine how much fun tetris would be if the blocks were photorealistic bricks of nearly identical size). A narrative can play with representation (like the author's beloved comic books) and explore some of the more fantastic representational schemes. A simulation, however, needs to give the user the cognitive experience of the reality being simulated. That doesn't rule out art altogether; rather it establishes rules within which the art operates.
Within these rules, "photorealism" is a dead end, or at least a misnomer. Few photographs convey the feeling of "being there". Extracting 2048x2048 textures from photographs, and slapping them on 100,000-poly models doesn't result in a realistic-looking model: any photographer will tell you the same object, photographed, will be entirely different from one part of the day to the next, and that the camera does not function identically to the eye. Making a "photograph" means putting something in focus, and directing the player's eye along.
But the idea of "imagistic realism" itself, complete with complex graphics and lighting effects, is quite valid for games with a heavy simulation element. The largely narrative-driven ("sandbox") series Grand Theft Auto, when it shifted to a "first person" (or nearly) perspective with GTA3. went from an exploitational sidewalk-driving game to a blockbuster monument of game development with "Vice
No one mentioned the Uncanny Valley yet?
There is a chinese wisdom about arts: "If it looks real, it is not art." I think the "mimesis paradox" is also known in western art philosophy: that striving for realism is kind of futile, because absolute realism would be in no way more beautiful or fun than the reality already is.
Of course, it might be better to differ from reality by the ways of the artists all-powerful mind, and not because of limitations of our tools. So photorealism here and some fantasy somewhere else makes sense. But if you insists on photorealism, realistic chracter AI, a working realistic environment and complete freedom of storyline, what is there left as the "art"?
Anssi Porttikivi / app@iki.fi
Photorealism is difficult and technically demanding, and doubtless brings out the nerd in many game producers. If they're not careful, other aspects of gameplay will be lost. Titanic was a visually spectacular movie, but could have been taken to a whole new level if James Cameron had thought of spending a couple of hundred thousand dollars on editing the script. I've been in a musical theatre production where the director spent 80% of the time working on the lighting and 0% of the time actually directing the chorus. Maybe something as technically demanding as a photorealistic game requires someone high up who doesn't know (or at least doesn't care) what a polygon is.
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