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The Rise and Fall of Franchises

Next Generation has a piece up discussing how game franchises evolve, what makes them succeed, and (in the end) what can make a game franchise fail. From the article: "We regard the evolution of video games largely as the realization of a singular idea: realism. By 'realism' we mean capturing the external world in which we live. Like many art forms - such as photography and cinema - video games have largely been driven by developers' desire and consumers' appetite for greater realism. It is possible to argue that the popularity of cinema derives from the medium's flexibility and power to induce a sense of realism in the spectator, as movies - much like our lives - use language through dialogue, manipulate cinematography and visual effects, and sounds to represent the world or capture our imagination."

84 comments

  1. Realism isn't everything by VernonNemitz · · Score: 5, Insightful

    I bet if they ressurrected a bunch of old animators and had them produce a new Bugs Bunny cartoon, using old-fashioned 2D art, it would be just as big a hit as some modern/fancier show like "Ice Age". The story can be far more important.

    1. Re:Realism isn't everything by voice_of_all_reason · · Score: 1

      They tried this (http://en.wikipedia.org/wiki/Loonatics), but the animators couldn't resist tweaking the formula a bit. There were pigs being slaughtered, women were wailing, and men were gnashing their teeth. It was horrible.

    2. Re:Realism isn't everything by vertinox · · Score: 4, Interesting

      I bet if they ressurrected a bunch of old animators and had them produce a new Bugs Bunny cartoon, using old-fashioned 2D art, it would be just as big a hit as some modern/fancier show like "Ice Age".

      Actually, the reason for the move to CGI in animation is that its cheaper and faster to do a CGI animation film than a conventional frame by frame hand drawn.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:Realism isn't everything by Radres · · Score: 1

      The GP was saying that they would write new cartoons using the old pen-and-paper animation techniques. Since the writers that made Loonatics aren't as talented as the original Buggs Bunny creators, it only proves the GP's point that story is more important than graphics.

    4. Re:Realism isn't everything by The+Ultimate+Fartkno · · Score: 1

      Get the most talented animators you can and do what you will, but it'll never be the same. In my opinion, Bugs (and so many others) died along with Mel Blanc. There's no replacing him.

    5. Re:Realism isn't everything by MobileTatsu-NJG · · Score: 1

      "Actually, the reason for the move to CGI in animation is that its cheaper and faster to do a CGI animation film than a conventional frame by frame hand drawn."

      If this were even close to true the saturday morning cartoons aired today would be CG. CG is a much bigger endeavour than a hand-drawn movie. Sure, the animators have to draw a lot of frames by hand. But for a CG shot to work you need people to build the models, generate and apply textures, rigging, animation, compositing, FX (i.e. smoke, fire, etc), and rendering. It's pretty specialized, to boot. The guy who does the FX isn't necessarily the guy who does the animation. That's a big team of people there. That's a data network with lots of storage and asset management. That's a lot of technical challenges to overcome. It's a lot of work. This is an apples to oranges comparison, but I'll throw it out anyway: Curious George was made for $40 million, Finding Nemo was $94 million.

      Your statement just plain isn't true. It may one day become true, but that day isn't today. The reason for the move to CGI is because the audience stopped watching 2D and started watching 3D. Pixar made a couple of hits, Treasure Island tanked, everybody got in line to make the next Toy Story Killer.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    6. Re:Realism isn't everything by wuffalicious · · Score: 1

      Not to mention that adding realism to a Bugs Bunny cartoon would be somewhat counterproductive.

      Fudd: [takes careful aim with his shotgun]
      Bugs: [stuffs carrot in shotgun]
      Fudd: [camera pans downward as the disctinctive rapport of gunfire fills the air. blood and carrot juice splatter the ground.]
      Porky: "Thhththtthat's all folks!"

    7. Re:Realism isn't everything by vertinox · · Score: 1

      If this were even close to true the saturday morning cartoons aired today would be CG.

      Well, even South Park is CG these days (they don't hand draw anymore) because it was so tedious.

      Cell animation takes millions of man hours when you do a full feature budget with dozens if not hundreds of people doing cell by cell (remember 24 frames per second times 120minutes X 60 seconds X 24 is 172800 frames that you have to sketch, paint, photograph and then edit). Not only that many of the drawings will have to redone after simple mistakes and error checks.

      With CG you simply do this all in one go.

      That is one of reason most of the true hand drawn cartoons for saturday morning are outsourced to Korea. (But I wager most all cartoons are CG in one form or another)

      yes full feature movies are expensive and take a lot of computer power to do, buut...

      Long running series are easier to do because once you have the models (like reboot or that Johnny Brain one) you simply just have to treat them as puppets.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    8. Re:Realism isn't everything by MobileTatsu-NJG · · Score: 1

      "With CG you simply do this all in one go."

      That's sort of like saying "If I had a computer to do my homework on, I'd save lots of time because I wouldn't have to clean up my messy handwriting!"

      A humanoid CG character has anywhere from 100 to 200 bones in it's body for posing. Each of these bones has 9 motion curves attached to it to describe its position in 3D space. (Position, Rotation, Scaling. In most cases, Rotation is all that's used. That's still 3 motion curves per bone.) All of these bones are connected to a heirarchy. This heirarchy has to be observed when posing the character. Imagine drawing a character reaching for a glass of water. You just draw it. To pose this character in 3D requires moving or rotating a number of his bones. To animate this character reaching for this glass of water, you have to co-ordinate the rotation of all of these bones. That means moving each of the bones the right distance at the right frame to provide a convincing arc. You won't have to move every bone in every frame, but you would be surprised at what bones you will have to move just to make your character do something simple.

      I mentioned the motion curves before. These curves have to be shaped properly in order to provide the right ease in and ease out events. Easier said than done. If you change the velocity of the top bone of the heirarchy, you've affected every single bone down the chain. Oops. (even with automation like IK, this is still a nasty problem.) These curves also have to be adjusted to prevent the character from penetrating itself. In CG, it's super easy to make a character's hand pass through his body. You have to prevent this from happening. If you want the character to smash his face up against a window, you have to set up a rig to do this. If you want to make your character walk on his finger tips, this is a special scenario that may even require a new rig/skeleton. All of this, and I STILL haven't gotten to facial expressions.

      Sure CG does perfect in-betweens, but that in and of itself isn't even a real time savings. If we were talking about animating a bouncing ball, sure, you'd win. However, even the most stylized simplified cartoon character is far more sophisticated than that. These studios aren't jumping on the 3D Movie bandwagon because it's easier to do. Many more are AVOIDING doing it because it's so fricken hard.

      Your original statement is not true. I do computer animation for a living, I know what I'm talking about.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    9. Re:Realism isn't everything by nb+caffeine · · Score: 1

      If I recall correctly (and I'm sure I will be if I'm wrong) they have been using 3d software to make their show since the 2nd episode. The Pilot was the only one done with paper cutouts (the show was never hand drawn, AFAIK). They can turn out an episode in just a few days. In 2003, Saddam was caught on a sunday, and they made fun of it that wednesday night. Pretty amazing what they can do, and how far their animation has come (sort of...) since the first season.

      --

      "Something's wrong with you...and I hope we never do meet again." - Deftones When Girls Telephone Boys
    10. Re:Realism isn't everything by jonwil · · Score: 1

      CGI doesnt always mean "3D" in the Toy Story, Shrek or Ice Age sense.

      Even 2D shows like The Simpsons probobly have a fair amount of computer drawn and generated animation.

      Not to mention the whole "South-park is 100% CGI" thing)

      IMO, one of the best uses of 3D in a "traditional" animated cartoon is in the Disney Tarzan movie.

    11. Re:Realism isn't everything by vertinox · · Score: 1

      Imagine drawing a character reaching for a glass of water. You just draw it.

      Right, but it is rather hard to find people that can just up and immitate any art style so you can crank out all those frames. It is done, but arthouses tend to get specialty people who can immitate style (kind of like how all of Miyazaki films have the same style). This is easy to do in say Korea or Japan because of the many aspiring Manga artists, but in the US it is a bit different.

      Most of our niche cartoons are rather stylized... Take the films Pocahantas and Lion king (Budget $79,300,000 (estimated)) for example. Even with frame saving techniques (such as layering of moving mouths over still bodies and paralax scrolling) its costly to have hand drawn animation in that level of detail.

      Yes... The Rendering and special effects in Pixars animations cost an arm and a leg, but they give the studios more creative freedom. If they decide to change the script or alter the story they have an easier time adjusting the key frames and model skeletons than going back and having the artist redo all the cells.

      Sorry for the long winded debate... 3d graphics was one of my minors (although a career in it never panned out) Most animations these days use a mix of the two and personally I perfer the hand drawn Anime ones any day over Pixars, but from personal experience its produces material faster (if not cheaper).

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    12. Re:Realism isn't everything by MobileTatsu-NJG · · Score: 1

      I do want to reply to your comment, but for the next few hours I'm pretty busy. I did, however, want to apologize for my "I know what I'm talking about" comment in my last post. It was an arrogant and condescending thing to say and I'm sorry. I appreciate you keeping your cool.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    13. Re:Realism isn't everything by westlake · · Score: 1
      I bet if they ressurrected a bunch of old animators and had them produce a new Bugs Bunny cartoon, using old-fashioned 2D art, it would be just as big a hit as some modern/fancier show like "Ice Age". The story can be far more important.

      The Warner team in their prime could have produced a witty fractured fairy tale like Shrek. But anything more subtle and demanding, in character, in story, in action, almost certainly not. The Iron Giant, Finding Nemo, The Incredibles, are unmistakably rooted in the Disney tradition.

    14. Re:Realism isn't everything by jackbird · · Score: 1

      A lot of low-end kiddie crap on TV is CGI. You have an up-front investment to build the models and sets, but once those are up and running, you can turn out a LOT of animation with very few new assets per show. If you use motion capture for the animation, and don't care too much about the animation quality and lighting, you can turn out each 21-minute animated show in a week or so.

    15. Re:Realism isn't everything by MobileTatsu-NJG · · Score: 1

      South Park is made in under a week. It happens. You'll notice, however, that those CG shows are vastly outnumbered by hand-drawn.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    16. Re:Realism isn't everything by wheany · · Score: 1

      Another great example is Iron Giant.

    17. Re:Realism isn't everything by jackbird · · Score: 1

      Funny, I recall Space Jam both sucking and flopping.

  2. More industry created crap... by JediLow · · Score: 3, Insightful

    If I wanted realism... I'd just go outside. Instead of sprouting all this 'better graphics = great games' crap did they ever stop to consider that gameplay matters?

    1. Re:More industry created crap... by Meagermanx · · Score: 1

      I've always been afraid of the bears and stuff.

    2. Re:More industry created crap... by WickedClean · · Score: 1

      Bingo!

      That's why I still play Civilization III and Battlefield 1942 all the time. They never crash on me and I can depend on them to still be fun.

      --
      ...All I can say is that my life is pretty strange...
    3. Re:More industry created crap... by bigman2003 · · Score: 4, Interesting

      Yes, they have...and they still do.

      Better graphics does not automatically mean lesser gameplay. This is an oft repeated mantra of the 'games were better when I was a kid' set.

      Strangely, the parents of those people think that games were better when they made you THINK, like Scrabble.

      And their parents thought it was best when games made you PRODUCTIVE like being chained to a loom for 60 hours a week.

      But really, today's games generally have far more depth than their predecessors. It's not like Missile Command was rocket science. Compare that to something like Rise of Nations.

      In fact, Rise of Nations would have been impossible to do WITHOUT the graphics, because there are so many different types of units to represent.

      Or look at something like a good First Person Shooter. In Ghost Recon: Advanced Warfighter, a key part of the game is having the enemy blend in with the environment. This just doesn't happen when you only have 256 colors at 400x600.

      --
      No reason to lie.
    4. Re:More industry created crap... by An+Onerous+Coward · · Score: 1

      To interject two thingies:

      I don't know why they're blathering about the holy grail of realism. Everyone's already said that more realistic graphics don't automatically mean a better game. In some ways, more realistic graphics don't even mean better graphics. Example: I remember seeing a new XBox commercial featuring a basketball game. They were yammering on and on about how "you can see the sweat! My GOD! Did you see how realistically the sweat is streaming down his face? You must go buy this title right now!"

      Ummm, yeah. Frankly, it looked gross, like the guy was leaking out his forehead. Maybe even more realism was required to make the effect convincing, but even if they had nailed it, it doesn't really add much to the game.

      Regarding the "blending in" point, I think the traditional implementation on an eight bit system was to make every other pixel transparent. And we liked it, dammit!

      --

      You want the truthiness? You can't handle the truthiness!

    5. Re:More industry created crap... by patternjuggler · · Score: 1

      If I wanted realism... I'd just go outside. Instead of sprouting all this 'better graphics = great games' crap did they ever stop to consider that gameplay matters?

      You would think by now that people talking about improved graphics would realize that throwing around a term like realism automatically triggers a dozen slashbot posts like the above.

      This kind of sentiment is about as idiotic and useless as saying 'why don't they just make good games/music/movies', as if 'good' or 'gameplay' was a well understood and rigidly defined thing you could just apply x many person-hours to in order to create it.

      I like having increasingly better graphics as time goes on, and to a certain extent increased realism- the technology that enables photorealistic graphics is also the technology that will enable non-photorealistic graphics that could be more amazing than anything we can imagine.

    6. Re:More industry created crap... by Anonymous Coward · · Score: 0

      "Or look at something like a good First Person Shooter. In Ghost Recon: Advanced Warfighter, a key part of the game is having the enemy blend in with the environment. This just doesn't happen when you only have 256 colors at 400x600."

      A pixelated, low colour enemy camouflaged in a pixelated, low colour background? Piss easy to do.

    7. Re:More industry created crap... by sesshomaru · · Score: 1
      "Let me show you how many bears there are around here. Uh, hello, bears! Um, come on. Have a donut! Oh, what the heck, have me! Come and get it!"

      "All right, all right, you made your point."

      -- Call of the Simpsons

      --
      "MIT betrayed all of its basic principles."
  3. From TFA by itscolduphere · · Score: 5, Insightful
    Question: Is a polygon Fighter in 3D with a good fighting engine better than a beautiful 2D Fighter with an excellent fighting engine? You bet it is.


    I hate this person already.

    Other than that, there was a little bit of interesting commentary in there. He touched on a couple big things I have to agree with, though. Human opponents or teammates (or both) will almost always trump AI. Single player games can be great, but their strength as a franchise will usually fade...eventually you are just doing the same thing with prettier polygons.

    Though for some reason, doing the same thing with prettier polygons is more desireable when you are doing it with or against other human beings.
    1. Re:From TFA by chrismcdirty · · Score: 1

      Seconded. This guy is a douchebag. I'd rather play Street Fighter 2: Super Hyper Turbo Tournament Edition Squared than any of the 3D iterations of Street Fighter.

      --
      It's like sex, except I'm having it!
    2. Re:From TFA by Anonymous Coward · · Score: 0

      Agreed! Railroad Tycoon 2 over Railroad Tycoon 3 every day of the week! Playability over 3D is a must eveytime!

    3. Re:From TFA by Manmademan · · Score: 1
      yeah, but the problem here is that the 3D street fighters weren't actually any GOOD. In fact, they were total ass. Put Street fighter 2 turbo up against a GREAT 3D fighter like Virtua Fighter 4: Evolution, Tekken 5, or Soul Calibur 2/3...and quite frankly I'd rather play those.

      VF4 in particular is EXTREMELY deep and technical. Mastering a fighter can take months at best, and then you get to test your skills in quest mode against AI fighters modeled after Virtua Fighter world champions...the AI in this game is INCREDIBLE and makes older fighters seem crude in comparison. Anyone who says Fighters haven't gotten better since Street Fighter 2 simply hasn't been playing the right fighters.

    4. Re:From TFA by chrismcdirty · · Score: 1

      Okay, but take the author's words as he put them and don't compare it to a GREAT 3D fighter like VF4, T5, or SC2/3, but only a GOOD one like Virtua Fighter, Tekken, or Soul Blade. Any day of the week, I'd pick a GREAT game over a GOOD one, no matter how many polygons and particle effects the GOOD one has.

      --
      It's like sex, except I'm having it!
    5. Re:From TFA by i.r.id10t · · Score: 1

      Play any classic quakeworld in GL lately? QW at 1600x1200 in GL at 50+ frames/sec on a DSL or cable connection is the way it was *meant* to be...

      --
      Don't blame me, I voted for Kodos
    6. Re:From TFA by sesshomaru · · Score: 1
      Yes, after reading that I though, "It's a good thing that that guy isn't here in my cubicle right now... or I'd probably have ripped his very throat out with my own teeth."

      Seriously, though, I stopped buying Sony products over this attitude, back in the days of the Playstation 1. This is why we've had how many failed Castlevania games, but people still rave about Symphony of the Night.

      Also... I guess the success of the Gameboy and DS really prove his point here. I always wonder if there isn't a hidden agenda here since the constant push for heavier and heavier polygonal graphics really hinder independents and help the big studios.. Also when he says "the market has spoken," he fails to account for the fact that no popular "2D" fighters have ever successfully transitioned into "3D." Not one of the major "3D" fighting game series started out as a "2D" series. Truthfully, how many really successful "3D" fighting series are there? Soul Calibur and Tekken. As far as I know not even the much vaunted Virtua Fighter has been all that successful in raw numbers... and I tend to consider wrestling games another beast entirely.

      --
      "MIT betrayed all of its basic principles."
  4. Boring drivel... by chris_eineke · · Score: 1

    This piece reads like a sociology student had a field-day with the thesaur...

    --
    "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
    1. Re:Boring drivel... by larsal · · Score: 1

      More like a non-sociologist had a field day with a sociology text.

      Larsal

  5. Don't Wanna Go There by Illbay · · Score: 2, Insightful
    Like many art forms - such as photography and cinema - video games have largely been driven by developers' desire and consumers' appetite for greater realism.

    Better watch that line of argument. The "film franchise" has manifested itself with multitudinous (and qualitatively regressing) sequels.

    Anybody ever see "Jaws 3"?

    --
    Any technology distinguishable from magic is insufficiently advanced.
    1. Re:Don't Wanna Go There by chrismcdirty · · Score: 1

      I don't see what you're saying. I thought it was the best one of the series. Especially all the 3D action sequences! :P

      --
      It's like sex, except I'm having it!
    2. Re:Don't Wanna Go There by Grrr · · Score: 1
      Anybody ever see "Jaws 3"?


      "GTA Riverdale:

      This Time It's Personal"



      <grrr />
    3. Re:Don't Wanna Go There by geminidomino · · Score: 1

      "GTA Riverdale: This Time It's Personal"

      Did this make anyone else have a mental image of a pimped-out Archie mowing down Reggie with an MP5 while Betty and Veronica lean on a Lincoln in bikinis?

  6. actually. by Churla · · Score: 4, Insightful

    Of all the MMORPGs out right now, the one doing best (WoW) is the one which specifically went for a less "realistic" look and feel to it's design.

    EQ2 for instance went for the "make things look more real" approach, and look where they are.

    --
    I'm a fiscal conservative, it's a pity we don't have a political party anymore
    1. Re:actually. by ClamIAm · · Score: 1
      EQ2 for instance went for the "make things look more real" approach, and look where they are.

      And you can prove that this is the reason EQ2 is doing worse than WoW? Don't be shy now.

    2. Re:actually. by Sinryc · · Score: 1

      Or you can see that WoW's gameplay is better than Everquests 2's. Just an Idea.

      --
      Yay, I have a sig.
    3. Re:actually. by Churla · · Score: 1

      Well from my "extensive research" which was that my wife and I tried both. It backs up my assertion that Gameplay > graphics.

      So no, I will not say that going for more realistic graphics was the reason EQ2 has failed, but I will say that in playing both I got a feel for where each put their money. Even on the last day she played it my wife confessed that it looked beautiful, but just lacked in actual gameplay. After they supposedly revamed things she tried again and came to the same conclusion a second time.

      WoW didn't put their money into "realistic graphics", of course WoW was also helped by the fact that the art style for which it is known is a less realistic and more exaggerated "cartoonish" look.

      EQ2 had minor extentions upon the same gameplay concepts they had in EQ, but jacked up the graphics. Which was following the supposed gist of the article in that more realism == better game.

      Or in somewhat logical terms:

      EQ Graphics > WoW Graphics
      WoW Gameplay > EQ Gameplay
      Wow > EQ2 (evidenced by subscriber retention and numbers)

      Ergo

      Gameplay > Graphics

      --
      I'm a fiscal conservative, it's a pity we don't have a political party anymore
    4. Re:actually. by tepples · · Score: 1

      Less money spent on tuning WOW's graphics is more money spent on tuning WOW's balance.

    5. Re:actually. by Anonymous Coward · · Score: 0

      Am I the only person that thought EQ2 actually looked like crap?

      Sure some of the scenery was pretty, but all my characters looked like shit. And I don't mean the muddy, rusty starting equipment, I mean their faces and animation. Their faces looked like model paintings out of an amateur art class. Every woman's face in the game, bland and average looking. There was no beauty in EQ2.

    6. Re:actually. by geminidomino · · Score: 1

      Hm, by that logic, maybe I should give a prettier game a try. =P

  7. article is bullshit by Anonymous Coward · · Score: 0

    Man, I read all that and have about a dozen points to complain about. Playing Quake 3 via my dreamcast broadband adapter, the difference between realism and "more computing power to allow different art styles, including realism as one option"... it goes on, but I can't be bothered. But I hope the author reads this:

    GET SOMEONE WHO KNOWS ABOUT THE HISTORY AND CURRENT STATE OF GAMING TO WRITE YOUR ARTICLES WITH!

    You are NOT sufficiently well informed.

  8. Realism, shmealism... by Opportunist · · Score: 3, Insightful

    Yeah, games are more realistic now than ever before. Yeah, they get more realistic every day. No, they're not better than ever before. Actually, in my opinion, they get worse and worse with every season. Or, rather, they stop getting better and thus already feel stale when you hardly got them.

    EA was complaining about dropping sales last year. Well, COULD it be that their customers didn't want to buy the 10th hockey sim? Or the 5000th shooter?

    You can add explosions, as many as you want. You can add visual and audio effects to blow the player off his chair. If the game doesn't offer more in terms of gameplay than he already got, essentially, in Quake II, the game simply and plainly sucks.

    You CAN actually offer more than stupid "killemall" in a shooter. Hitman and IGI are classic examples of shooters that don't rely only on your trigger finger. And I loved both of them, despite (or maybe even because) the quite obvious fact that neither was a graphic orgy.

    Realism is, plain and simple, overrated. What matters is a cool gameplay that keeps me busy for more than the usual 8-10 hours.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Realism, shmealism... by popeguilty · · Score: 1

      EA wouldn't be nearly so bad if they saw themselves as community-creating and -enabling, the way Valve does. To Valve, it's about getting people to buy the game, then supporting the game vigorously with shiny extras that build loyalty and entice people to buy more games. To EA, it's strictly numbers- EA's management could easily be transferred to any other industry and get the same results. Good franchises are about as common as patches for EA games.

  9. what the "fi" is going on here? by Niobium-41 · · Score: 3, Funny

    I find this article almost impossible to read. Everytime there is a word with "fi" in it, there is a space after fi.

    infi nitely
    fi ring
    fi nd

    What the hell is wrong with this guy's spell checker?

    1. Re:what the "fi" is going on here? by ClamIAm · · Score: 1

      He just cranked up Slashcode's lameness filter and ran the article through it.

  10. Is it me... by Davey+McDave · · Score: 0

    Or was the title of the 'report' about franchises, not ONLINE GAMES, as he appears to be talking about for an entire two pages?

    Interesting but for the most part, entirely irrelevant. If he was publishing a report that was 20 pages long this might have been appropriate.

    --
    I've got the spirit, lose the feeling.
    1. Re:Is it me... by itscolduphere · · Score: 1

      Or was the title of the 'report' about franchises, not ONLINE GAMES, as he appears to be talking about for an entire two pages?

      Interesting but for the most part, entirely irrelevant. If he was publishing a report that was 20 pages long this might have been appropriate.


      I read TFA because I couldn't seem to make any real sense of what the quote in the summary was trying to say.

      After reading two pages and skimming two more, I realized why. There was about one page of interesting material tightly packed into four.

      He picked some pretty pictures, though.

  11. Immersive != Realistic by MikeO · · Score: 3, Insightful

    Successful games, at least from my perspective, present the player with an immersive, believable world. The environment needs to provide a consistent, but not necessarily high level of realism.

    There is nothing that kills the feeling of immersion for me more than inconsistency - photorealistic models with crappy animations, detaled characters but barren environments (a la Everquest 2), etc.

    Creating a consistent and believable environment is an art form. Some games get it right, most don't.

    1. Re:Immersive != Realistic by Joel+from+Sydney · · Score: 1
      There is nothing that kills the feeling of immersion for me more than inconsistency - photorealistic models with crappy animations, detaled characters but barren environments (a la Everquest 2), etc.
      Truer words were never spoken. I literally laughed out loud the first time I saw my character in Oblivion running forwards and strafing at the same time. Their feet simply slide across the ground, and the animation is not even close to being locked into the terrain!! With games like GTA it's usually difficult to notice that the character is rendered separately from the environment, but this stuck out like a sore thumb.
  12. Gamers with Blinders by larsal · · Score: 3, Insightful

    Seems to be the lack of perspective this story that's most disturbing:

    1. Complete failure to understand their comparators. Are consumers really demanding more "realism" out of photography? What? Was there a lack of realistic photographs, or do cameras only take abstracts? In movies, the authors might be forgiven for thinking that the demand for more realistic special effects is a demand for realism, but isn't "photorealism" the ultimate standard for graphics?

    2. Complete failure to understand their heritage. Video games don't necessarily replace movies and photographs -- there were games before them, and still are; and most of those games were designed for human interaction. I remember sitting down in front of the NES with the family or friends, don't they?

    3. Confusion over history. The NES didn't kill the Atari, that generation was already dead at the hands of endless revisitation of the same game. . .wait a minute. . .shouldn't that have been their point?

    What absolute crap.

    Larsal

  13. MOD PARENT UP! by why-is-it · · Score: 1
    The environment needs to provide a consistent, but not necessarily high level of realism.

    Abso-fricken-lutely!

    The first game I ever really loved was Ultima IV. The graphics were nothing to write home about, but the story and world was so immersive the quality of the graphics did not matter.

    Baldur's Gate was a great game, and it was by no means photorealistic. Planescape:Torment was the best ever and it would not have been improved by adding more polygons to the characters.

    The same is true for other genres. The graphical quality of the game does not make a significant difference whether an RTS sucks or not. It might look pretty, but if it's crap, it's still crap.

    --
    *** Where are we going? And what's with this handbasket?
  14. You would think... by pigs,3different1s · · Score: 0

    The authors started off with a good idea, but I think a few of their subjective comparisons miss the mark.

    I think that their are enough talented artists, skilled programmers, and people with great ideas out there, that any company that wants to sell a game has no excuses. I want to see games that have great graphics, great gameplay, and keep your interest for a long time after you buy them. Nothing worse than spending $30 - $50 for a game that doesn't live up to it's own marketing hype.

    Also, you would think that with two authors, one of them might take the time to fi x the all of the spaces, throughout the article, that appear after "fi" .

    --
    "Put your message in a modem, and throw it into the cyber-sea." - Rush
  15. cost versus realism by angrymilkman · · Score: 1

    Adding that extra bit of realism really adds to the cost of the games. By pushing the envelope concerning realism big game companies raise the barrier in games development for the smaller companies who don't have deep pockets to hire dozens and dozens of artists. Even a good game with less then average realism and detail just fails as realism and detail is the only thing that consumers are interested in at first sight.

    --
    ...what matters is what you like, not what you are like...
  16. /me is old by Rob+T+Firefly · · Score: 1

    In this in-depth report Jason Kraft and Chris Kwak from Susquehanna Financial Group

    SUSQUEHANNA HAT COMPANY!!!

    *tears off hat, stomps on it*

  17. My Kids like playability.. by bigattichouse · · Score: 2, Interesting

    My kids recently dusted off a PS1 and an old Sega, and love the games. Sure they think the graphics stink, but they like how simple and fun many of the games are. Doctor Mario anyone?

    --
    meh
  18. What? by Jack+Johnson · · Score: 3, Insightful
    This article is a shining example of why no one should listen to what a pair financial analysts have to say about video games. The piece is full of historical inaccuracies and leaps that just don't make any sense.

    It appears as if the writers pulled this together via shallow internet research rather than any actual experience with or understanding of the subject. By shallow I mean, punching a few terms into google and extrapolating the 2 line summaries into multiple paragraphs.

    For example...

    "Virtua Fighter, in an ever-crowding Fighter genre, became RPG Shenmue in November 2000 for Dreamcast; Shenmue II in fall 2001 for Dreamcast and Xbox; Shenmue Online is expected as an MMO on PC some time."

    VF did not become Shenmue. The finished games have nothing to do with each other. At best, Shenmue was believed by some to be a VF RPG during it's development and possibly shared some assets in early development.

    While not as popular as it was in the VF2 (dozens of VF2 machines packed into japanese arcades)era the series still exists entirely seperate from Shenmue as VF3, VF3tb, VF4, VF4:Evo and VF5. Anyone who had a casual interest in the series would know this and anyone who doesn't can find out as the top google results for "shenmue" + "virtual fighter" will spell it out.

    The observations on joysticks, Duck Hunt, the fighting game genre, game to movie adaptations and likely much more equally unresearched, unsubstantiated and completely off-base.

    1. Re:What? by darga · · Score: 1
      What an awful article. It's disgusting how they managed to go four pages without ever mentioning QUALITY of the games.

      So all I need to make a great game is:
      1) SWEET 3D GRFX!
      2) MULTIPLAYER PWNAGE!

      It really makes me sad that people think Design-By-Checkbox is a valid strategy. As we've all seen, it's very easy to make a 3d game that has openended driving and missions, but very hard to make GTA. It's very easy to make a simple puzzle game with pieces to line up, but very hard to make Tetris.

      I can't imagine any faster way to kill the franchise I work on than trying to shoehorn in some innapropriate multiplayer or online aspect.

      These guys are also constantly contradicting themselves. Are they trying to say that 3d and complexity and realism and multiplayer are what keep games going strong, or that adding those things are what killed pacman?

      Clearly you can't make these decisions based on some rule you read in a badly written article. You need GAME DESIGNERS that know and care about the franchise to steward over it and not allow some well-intentioned idiot to "improve" it to death.

      Finally, somebody should explain to these gentlemen the difference between realism and believability. Ugh. How did this thing even get slashdotted?

  19. 3D -can- be better than 2D...*sometimes* by itscolduphere · · Score: 1

    yeah, but the problem here is that the 3D street fighters weren't actually any GOOD. In fact, they were total ass. Put Street fighter 2 turbo up against a GREAT 3D fighter like Virtua Fighter 4: Evolution, Tekken 5, or Soul Calibur 2/3...and quite frankly I'd rather play those.

    Personally I prefer the King of Fighters games to Street Fighter. I like Darkstalkers better, too. People forget that Street Fighter and Mortal Kombat aren't the only 2D fighters around.

    Don't get me wrong...I don't hate 3D fighters in general...but the suggestion that Soul Calibur 2 is better than Garou: Mark of the Wolves just because it is 3D (which the author insinuated) seems silly to me.

    Though yeah, Soul Calibur 2/3 do blow most 2D fighters out of the water. It is truly a great 3D fighter. But the author of TFA suggested that a "good" 3D fighting game is better than a "great" 2D fighting game...which I think is BS.

  20. Can't even finish TFA - total crap by rabbitliberationfron · · Score: 3, Insightful

    Got about a 3rd of the way before stopping reading. Complete rubbish. I wonder if the writers have ever played a game, or if they just browsed the adverts in the back of a games magazine.

    Graphical realism as the driving force behind the industry. On what basis? Because photography and cinema has been striving for greater realism? Really? Since when have photographs been unrealistic (well, actually kind of increasingly what with airbrushed celebs etc)? And cinema striving for greater realism? That's why films like The Matrix were so successful was it? That's why special effects are now so important for blockbusters? Even relatively artistic films aren't better because the visual representation is more real.

    Complete rubbish.

    I stopped when I read that console gamers had had to wait for the Xbox for online gaming. But then that's because I'm a Sega Dreamcast fanboy. PSO - Phantasy Star something. I can't remember what that O stood for.

    Still, another great troll from next gen. Remind me to only ever read that site via submissions to slashdot. The last few articles linked have been rubbish too.

    1. Re:Can't even finish TFA - total crap by sesshomaru · · Score: 1

      I used to play Phantasy Star Online too... I wish I still could, if only I had a broadband adaptor. Three guesses what my username was....

      --
      "MIT betrayed all of its basic principles."
  21. Probably a ligature by blueZ3 · · Score: 1

    Dunno what this guy was using to put the text together, but "professional" writing apps sometimes apply ligatures to "fi" and my guess is that when it was "ported" to HTML, the ligatures were translated to an f and i with a space following.

    But that's just a guess

    --
    Interested in a Flash-based MAME front end? Visit mame.danzbb.com
  22. We have a winner! by Sylver+Dragon · · Score: 1

    The environment needs to provide a consistent, but not necessarily high level of realism.

    Ding! Give that man a cigar!
    Realism isn't important per se, what is important is that the world is internally consistent. If I'm playing a D&D type game, I shouldn't find an uzi laying about. On the other hand, a person tossing a fireball at me would be expected.

    --
    Necessity is the mother of invention.
    Laziness is the father.
  23. Sensual realism is not all there is... by B.+Pascal · · Score: 4, Insightful

    Hello all:

    I just like to make a comment about the realism as described in the article, without getting into whether I agree with the article or not. One thing that the author of this articles seem to miss is that realism is defined as "life-like". Though making a game looks and sounds real is a part of it, but it's not the only part. For instance, a game of "go" or "weichi" has been around for a long long time, and still enjoy a cult-like following in some parts of the world. One of the reasons for its appeal is that the game has very life-like philosophies behind it. In other words, the presentation is abstract, yet the lessons one can learn from playing may be applied to real life.

    On another train of thoughts, one can push the article's main idea and arrive at the conclusion that the best game is not playing at all... I.e. the most realistic experience one can get is... real life.

    Cheers.

    B. Pascal

  24. Speaking of franchises rising and falling ... by PaganRitual · · Score: 1

    and realism, both the new Driver game and the new Tomb Raider game appear to have finally got it right after a few dismal failures each.

    The Driver developers have realised that gameplay > graphics and that on foot animations actually are worth coding into the game. Fancy that. And the new police car/avatar seperate notoriety meters and awesome new garage options are really well done. Although I still think that anyone that purchased a copy of Driv3r at full price should be sent a free copy. And an option to make the radio station permanently play Suffragette City on endless loop would have been appreciated.

    And hey, the Tomb Raider developers, after what, at least six games now, have finally realised that controlling a hot chick shouldn't emulate operating a forklift. Will wonders never cease.

  25. Nitpickery - and musings on multi-player by Xenoliths · · Score: 1

    First time commenter.... I had to create an account just so I could comment because some of the factual inaccuracies bug me in the article. No, its not the waffling about approaching "realism" whatever that means. (Paying bills is what comes to mind - I don't think that will make a fun game). It's the stuff about multiplayer. The history is wrong for the PC. The original single-player Duke Nukem side scrollers pre-date Doom and Doom 2, but in the context of the authors discussion on multiplayer they presumably are referring to Duke Nukem 3D, which was released, according to the Wikipedia, on the 29th of January 1996. Doom was December 1993, and Doom 2 (which was my first real taste of multiplayer gaming) on September 30, 1994. (again, go look at the Wikipedia). I lost entire nights to Doom 2 because we had an older friend who worked at a university and he had hidden the game on the network and you could play from the computer labs - but only at night so no one would know. Good times, good times. There is no discussion in the article, though, of the different successes of these franchises. Doom has been turned into a movie (!!??!) and is up to an official 3rd sequel (and several re-packagings of the first two), while Duke Nukem is ....well..... a successful money spinning franchise? Not quite. The original Doom engine was used for other games too (Hexen etc), which is an interesting spin-off of franchising - ie licensing what was used to build the original game to create a new franchise. No mention of this in the article. Unreal/Unreal Tournament is another example of this - licensing the technology from a successful franchise. Theres an interesting article to be written about this (maybe I'll have a shot myself once I get off my high horse) but its not covered in this one. And what about the Warcraft franchise, which has very successfully crossed genres from Real-Time-Strategy to a MMORPG game.... And the idea that on the console you had to wait until X-Box Live in 2002 for multiplayer to come to life is a bit misleading. Online console gaming, yes. Multi-player fun, no. Sega Mega Drive (Australian name for all you overseas folks) had Micro Machines, which was insanely fun for four people. N64 had two awesomely fun 4 player games. Mario Kart (also on other Nintendo consoles - yes, a successful franchise) and Goldeneye. That's in 1997. Now, admittedly you all have to be in the same room, but as I tended to play with my two flatmates that was pretty easy. And I knew who I was playing against, and could trash talk them constantly. And then again later at the bar. And then on the way home. And then through the re-match they demanded becuase I wouldn't shut up. Now that I'm older I play online with a PC. Times change, you get responsibilities, get over it. The authors don't know whether they're writing an article about franchises, or whether they want to discuss their own limited experience of multi-player video games, and how important multi-player mode is to gaming these days. Yes, and it has been for awhile. They go on a lot about console obsolesence too, which is a different discussion to franchises. Its not as if I could play Doom 3 on my old 486DX with its whopping 4mb of RAM either, regardless of whatever superior gameplay Doom 3 offers. RIP 486. You could also mention Civilization, numerous RPG's (Ultima, Might and Magic, D&D, Final Fantasy), Mario and Sonic and other spin-offs, etc etc - all as successful franchises. More seriously, why do franchises fail like some movie franchises (I'm looking at you Alien 3), can a franchise be resurrected, can franchises survive their original creators/moving to a different studio/company etc etc. I've spouted off enough already, but as the guys in the article have revealed their limitations and bias, so I'm not worried about revealing mine. /climbs off his high horse. First comment!!

    1. Re:Nitpickery - and musings on multi-player by Xenoliths · · Score: 1

      ahhhh... mental note, use the preview button and format your post so its readable..... *blushes*

    2. Re:Nitpickery - and musings on multi-player by hogejaku · · Score: 1

      Amen and where did i put those mod points?

  26. Agreed by thepotoo · · Score: 1
    Yeah, I mean look at Starcraft. Starcraft I was a 2D game released in 1998. People still play it. Lots of 'em.

    Now, how many people play Starcraft II?
    Many blame the game's non-existance, but I feel the problem is in the conversion to 3D graphics.

    --
    Obligatory Soundbite Catchphrase
  27. ironic by prockcore · · Score: 1

    The best games on the PS2 were the least realistic. I'm looking at you Rez and Katamari Damacy.

  28. realism by kosh_mdh · · Score: 1

    If the single aim for the games industry is realism...then theyve got it all wrong. The real potential of a game isnt its ability to be real, its the fact that its not real. And i dont believe gamers want realism. Realism has little connection to immersion or even believability. I am reading alot of articles on slashdot that just seem like someone random saying something without any proof.

  29. Drooling Moron? by sesshomaru · · Score: 1

    I have a question... is the guy who wrote this article a drooling moron? (Warning, caustic sarcasm to follow...)

    When NES gained popularity, gamepads doomed joysticks. When joysticks died, games designed with the joystick in mind died with them. Think for a moment what you could do with a joystick - move side to side, up and down, and press the button. Think about what you couldn't do: jump effectively and freely in all directions, crouch with the same freedom and ease, aim and shoot, change weapons, and manipulate angles. It is true that joysticks could do some of these things, but it wasn't easy. Two of the most famous early games - Pac-Man and Space Invaders - prove the point. Pac-Man (we were addicted to this one too) does not even leverage a button. It is an up-down-left-right game. Space Invaders has no up-down. It has side-to-side and makes use of the joystick's button as a firing weapon.

    As consoles and controllers evolved and became more complex, games evolved with them. If Pac-Man or Space Invaders made use of these new controllers, and you could crouch in Pac-Man or move in stealth, or zoom with satellite radar in Space Invaders, these games would cease to be Pac-Man and Space Invaders. They'd become Splinter Cell and Star Wars: Flight of the Falcon. This is a less-than-perfect analogy, but we think you get the idea.

    Gamepads doomed joysticks? Because of course one of the first things that happened in the move to 32 bits wasn't a huge revival in joysticks in the N64 controller, the Playstations dual shock and Sega analog joystick. Oh, wait a minute, it was....

    Lord of the Rings (LotR), the movies, fi nished with The Return of the King. What now? EA will no doubt make as much of the brand as it can. And we don't doubt the LotR brand can sell. (Games with lesser brands have.) But we wonder how successful upcoming games can be without theatrical releases to accompany them. We have looked at moviebased games, and we have found that movie-based game sales have the strongest correlation with theatrical box offi ce receipts.
    Do I really need to comment on the above? Probably EA will screw up the LOTR license... but the biggest problem Lord of the Rings has is that most of the reckognizable stuff in it is non-copyrightable folklore monsters. Which is why everyone and his brother can come up with their own Lord of the Rings themed game without paying any royalties to the Tolkien estate. So, LotR Online has to compete with World of Warcraft, for example... but it is still a great backstory for a game. (No, of course, World of Warcraft owes nothing to Lord of the Rings much like Warcraft owes nothing to Warhammer Fantasy Battle... which itself owes nothing to Tolkien. Tolkien is a Titan, a God... he's shaped computer gaming, roleplaying gaming, and fantasy fictions as no one else has... but his books aren't a good "franchise" without movies coming out based on them, right?)
    The basements of game enthusiasts are littered with bygone consoles: Atari 2600, Colecovision, Dreamcast, GameCube...err...wait.
    What a comedian? I laughed and laughed at this comment...
    --
    "MIT betrayed all of its basic principles."
    1. Re:Drooling Moron? by Anonymous Coward · · Score: 0

      it's really, really hard to see where the writers' motivation comes from. I mean, they're employed by a finance company..

  30. Realism (not Naturalism) by JohnDeckard · · Score: 1

    A fundamental flaw in this long-winded piece is the idea that realism equals naturalism. This basic lesson has been learned in all the old art forms. Painters perfected art tempura photo-realistic paintings centuries ago, then discovered that maybe more feeling might be conveyed not by copying what they saw but by finding some emotional expressiveness, leading to artists such as Van Gogh and countless others. Sculpture made the same discovery. Even theater got over it's naturalistic re-creations for the stage in the early-to-mid 20th century. Younger art forms, like film and games, have their mainstream fixated on this culture of naturalism. At some point, CGI and gaming will reach a threshold where the fetishizing of naturalism will lose its luster and people will enjoy games based on their quality of experience. Fortunately, there are a few great, non-naturalistic games out there (such as Darwinia) to keep me interested.

  31. Realism isnt believability. by kosh_mdh · · Score: 2, Interesting

    Believability isnt the same as realism...in fact realism in many cases damages believability for a number of reasons.

    plus, realism is subjective. If i show 100 people two pics, one photo and one cg, 50% choose the photo as the real image and 50% choose the cg image...does that mean the cg is as real as real life. What if more people choose the cg image...does that mean the cg image is more real?

  32. Meh... realism sucks by Hydrophobia · · Score: 1

    No I didn't RTFA, but quite frankly the games I enjoy the least are the most realistic. I want a game that is just fun. I don't need good graphics or huge content, just something is fun, what is with developers thinking I want to have a life away from the real world. One life is a enough.... I don't need two.