Slashdot Mirror


Decrying the Excessive Emulation of Reality In Games

An editorial at GameSetWatch makes the case that game developers' relentless drive to make games more real has led to missed opportunities for creating unique fictional universes that are perhaps more interesting than our own. Quoting: "Remember when the norm for a video game was a blue hedgehog that ran fast and collected rings and emeralds? Or a plumber that took mushrooms to become large, and grabbed a flower to throw fireballs? In reality they do none of those things, but in the name of a game, they make sense, inspire wonder, and create a new universe. ... We’ve seen time and time again that the closer you try to emulate reality, the more the 'game' aspects begin to stick out. Invisible walls in Final Fantasy, or grenades spawning at your feet when you go the wrong way in Call of Duty: Modern Warfare 2 are examples of kicking the player out of that illusion of reality, and letting them know that yes, this is a game, and yes, the rules are designed to keep you in the space of this world, not the real world. In reality, as a soldier I could disobey my orders and go exploring around the other side. I could be cowardly and turn back to base. Games shouldn’t have to plan for every eventuality, of course, but it’s not so hard to create universes that are compelling but where the unusual, or even simple backtracking, is not so unfeasible."

15 of 187 comments (clear)

  1. yes, but by roman_mir · · Score: 5, Insightful

    Yes, but creating an alternative appealing universe experience takes imagination, ingenuity, creativity, sometimes requires radical approach to ideas and expects thinking outside of the box.

    Doing any of that increases the risk that the outcome will not be popular enough and will not succeed in terms of sales, this is serious business and money we are talking about here, what do you think this is, a game?

    1. Re:yes, but by Fluffeh · · Score: 2, Insightful

      Go earn $50M and fund your own game, see how much you value abstract notions of "creativity" then.

      Well, I see the trolls are hungry tonight...

      Not every game HAS to have super high detailed 3D graphics, a physics system plucked from the altars in heaven and a big shiny display in your local games store. There are a LOT of good games created that are VERY playable, that are VERY enjoyable that are free online or played on a subscription basis.

      Why don't you look around at some of the entertainment that isn't on display at your local game store and actually try it? There are VERY few games that are made with insanely high budgets, just as there are very few films made with massive budgets - that doesn't mean that there aren't a LOT of other fantastic movies out there and it certainly doesn't mean that there aren't a lot of amazing games just waiting for you to play.

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    2. Re:yes, but by Pharmboy · · Score: 4, Insightful

      Team Fortress Classic, Day of Defeat, and as someone pointed out, Counter Strike were originally done on the old HL engine.

      The newer Source engine was designed specifically for that, AND to produce lower cost games that might not be as polished as full titles, but worth the lower price (The Ship, Garry's Mod) as well as create interesting free games that are pure mods. Steam has been doing it, AND created a digital delivery system that has effective enough DRM that isn't as draconian as other systems. They get the majority of my gaming dollars because I can install on multiple computers (but play on one at a time), they autoinstall, they are a great value (hello, Orange Box?), and they *do* protect game makers ability to make a profit while still providing a reasonable price to the consumer.

      To me, Gabe has found a perfect balance between consumer and provider, and provides lots of free trials, lets you *give* extra games you get when you buy a package that has a game that you already own, etc. Plus I never install a CD to play, never worry about losing or scratching the CD, and they have great sales, from 10% to 75% off on a regular basis. Steam deserves to succeed, and I hope they continue to do so, because they treat the customer just as good as they do the creator of game content. It isn't perfect, but it is evolving, and doing so in a good way.

      --
      Tequila: It's not just for breakfast anymore!
  2. From the opinion-piece-pulled-out-of-ass dept. by BenevolentP · · Score: 5, Insightful

    Uhm, what? The article summary starts with "too realistic" then suddenly turns to "not realistic enough" in terms of open-world gameplay. I dont really get the point, if there is one.

    Im pretty happy not every game is a sandbox game, which mostly try to do everything but do everything mediocre (GTA, Oblivion etc).

    BTW, nothing in doom kept me from staying cowardly in the first room of e1m1, not moving, shivering.

    All with real world consequences if i choose so (boredom and starvation).

    1. Re:From the opinion-piece-pulled-out-of-ass dept. by SharpFang · · Score: 3, Insightful

      The problem is suspension of belief in "not realistic" allows for much more liberties about player's freedom than in "too realistic". If you know falling through the bottom of the level kills you in Mario, you're okay with it. Don't cross the bottom line of the screen, fine. If you make an awesome swing on grappling hook in Nexuiz and the invisible "bottom of the world" kills you mid-swing, you get angry.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:From the opinion-piece-pulled-out-of-ass dept. by zacronos · · Score: 4, Insightful

      I see it as a little like the idea of an uncanny valley for games. If it's fictional enough, we don't care about whether it accurately matches reality -- it's more of an abstract game with a veneer of reality over it (i.e. we don't care that a mushroom really shouldn't make someone double in height, because underneath we know the mushroom is just an arbitrary visual label for a certain abstract powerup). On the other hand, once it passes a certain threshold of realism such that the mechanics seem to be intended to resemble reality rather than being abstract and arbitrary, then the fact that it isn't totally realistic bothers us -- it's a game that resembles reality in many important ways, but which falls short of what we expect reality to allow in many other important ways.

      Being able to move forward but not back doesn't really bother us in Super Mario Brothers, but not being able to retreat in Call of Duty: Modern Warfare 2 seems like an extremely artificial restriction in the context of a (somewhat) realistic game. (Disclaimer, I've never played CoD:MW2, I'm just inferring from the summary.)

  3. Re:Play ARMA2 instead by grumbel · · Score: 4, Insightful

    Exactly. The thing to realize is that almost no game these days tries to emulate reality, instead they all emulate what one could call movie-reality or hyper-reality or whatever, i.e. that kind of reality where cars explode when you shot a few bullets and interesting things only happen when the game designer tells them to.

    Games that actually try to emulate real reality, i.e. simulations, basically just get better for it, as a large part of emulating reality is the removal of artificial restrictions. Take flightsims for example or Operation Flashpoint/ARMA, those games don't have invisible walls, you can literally go into any direction for an hour and not see an end. What makes those games great is that all the interesting stuff that happens, happens due to the game mechanics, not duo to fake scripting events.

    That said, I don't mind the Mario64 or Katamari style game, quite the opposite, but the thing that makes those games so great isn't just that its a colorful comic world, but also that they, just like a hard core sim, lack the artificial scripting madness that has invested so many of todays games, instead the games provide you with some core gameplay mechanics and everything that follows is basically a result of those. Its the player that plays those games and not the game designer that is playing the player.

  4. MW2 realism is a joke... by HopefulIntern · · Score: 4, Insightful

    Personally, when I play a game like an FPS, I want realism. By that I mean good graphics, physics, sound, etc. Others argue that "graphics dont make a game good" etc. I agree that good graphics alone don't make a game good, but to me, they are an essential part. Playing Sonic the Hedgehog is different than an FPS. Nothing is meant to be real, so realism isn't an issue. But when I want realistic online warfare, I want just that, realism.

    Silly me, I actually got MW2 thinking it would be a realistic tactical shooter. I was deeply disappointed (especially since MW1 touched on it quite nicely). Dual-wielding sawn-off shotguns, firing grenades at a conflict area having only your team mates survive and the structures intact, submachineguns accurate to over a mile....It is more like a Die Hard film (where I am a bad guy..). And i got the game for PC, so I can't even trade it in.

    I love playing Bad Company 2. Although I struggle with it, I find it much more enjoyable. Graphics are decent (but not dazzling, I admit) but the sound is incredible; gunfire changes pitch/tone when heard from further away, the crack and hiss of a sniper shot that just missed your head...I actually get startled, my blood pumps, adrenaline rushes! The game is not without its faults, I have used a high powered sniper rifle and hit an opponent three times without going down (though this may be related to lag). Still, for those after realism, a much better game.

  5. Old discussion by vlokje · · Score: 3, Insightful

    REALLY old discussion.. Similar comments could be read in game magazines when the Amiga was the hottest thing around (late 1980s). People new to gaming tend to prefer realism while long time gamers consider playability more important. Personally I still remember paradroid on the 64 and the amount of time I spend with it. Realism? Not really. Absorbing gameplay? Definitely.

  6. Kids love the lack of reality... by BlackBloq · · Score: 3, Insightful

    I was chatting with my kid and his friends (11-13) about video games. I was saying how I hated games where you have to shoot someone more than once/twice (I only play hardcore (reality mode) on Modern Warfare 2). I was specifically making fun of Halo and no skill gamers. One kid piped up "why would I want to have it all real! Real is no fun!". Kids play with a big smile and want the fantastic, myself I play with a serious scowl and try real hard to outdo my last games performance. In other words I don't play at games, I try hard at games. Real effort is better rooted in reality unless playing to addictions like gear collectors. We play to hone what we are as a species, like a kitten chasing a floating leaf to hone hunting skills. The gear collectors are driven not by fun but hours of collecting (See work!). PVP reminds me of kids because of the way it plays out in some arenas with taunting and all the silly talking however... I've seen adults freak the f out over PVP games because of how much work/hours they put into character development. To sum up, you can change where we play (in game environment) but not what we are (hunter gatherers).

    1. Re:Kids love the lack of reality... by bigstrat2003 · · Score: 3, Insightful

      The kid is exactly right. I can go outside to get reality, what I want in a game is just enough realism to help my suspension of disbelief, but no more. If I found the reality fun, I'd be doing that, so I would never want a perfect emulation of reality in my game. I refused to play hardcore mode in CoD 4, because it simply sucked all the fun out of the game when you would instantly die and have no way of knowing where you got shot from.

      Oh, and for the record, it isn't "kids" that want a lack of realism. I'm 25, so while I couldn't be called old, I'm certainly not a kid any more either. In fact, until your post, I would've guessed that it was only kids that wanted such "realism" (quote marks used because even "realistic games" usually aren't realistic, including MW1 and 2), but that apparently isn't true either. I suppose it's foolish to try to draw age boundaries, people like what they like.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  7. Re:Is it my line now? by TheThiefMaster · · Score: 4, Insightful

    I don't get people sometimes.

    Take the game I worked on a little while back: "Vin Diesel: Wheelman". It wasn't a realistic game, it was a game designed like an action driving movie. Driving at impossible speed through a city, impossible jumps, impossible side-swipes, impossible cornering, cars exploding from being shot by a pistol, jumping out of a moving car, into another moving car, the works.

    And it gets points deducted in reviews for not being realistic enough. I can understand if they didn't like it, but at least complain about something it was trying to be.

  8. Re:Is it my line now? by bigstrat2003 · · Score: 2, Insightful

    I agree that it's a matter of opinion, my point to my friend (and I suppose, in my post above as well) is that if we consider "realism" the goal (as my friend does), we miss the mark. We need to consider "fun" the goal, and then decide how best to accomplish it, which may or may not be realism.

    Realism can indeed lead to fun for many people, but what I find is that a lot of people will confuse realism as the goal, rather than a means to the goal. When you restrict your thinking in that way, you close off whole classes of games which are fun precisely because they're unrealistic. Sure, they won't appeal to all gamers who crave realism, but they will probably appeal to many.

    --
    "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  9. Bioware and Rockstar by joeszilagyi · · Score: 2, Insightful

    For all the griping about RPG elements missing from games and immersion and realism, not a single word about Bioware that I can see and only a passing reference to Rockstar's Grand Theft Auto Series. Really?

    GTA4: Liberty City is insanely big, open world, no invisible borders, and fairly realistic physics, except that you--and to a lesser degree other characters--can take a slightly higher beating than in real life and survive. This is the closest you can get to "real", until Red Dead Redemption comes out.

    Bioware, Mass Effect 1/2: gold standard for RPGs. Runner up: Dragon Age. Your actions shape the story outcome, responses, and so on. Leveling shapes the nature and tone of your character in play and combat.

    --
    Dude, where's my packet?
  10. "Start Over" is unrealistic by tepples · · Score: 2, Insightful

    But when I want realistic online warfare, I want just that, realism.

    Like having to learn to walk? Or being killed in one hit and never being able to play again? Or being injured and ending up in a hospital for weeks or months, also unable to play? Technically, even "Start Over" is unrealistic.