The Case For Surrealism In Games
An editorial at PikiGeek takes the position that gaming's trend toward realism can be detrimental in many situations, with the quest for graphical precision supplanting creativity and uniqueness. Quoting:
"The problem I find most troubling with realism in games is that video games are inherently unrealistic. By definition, even, video games must adhere to some sense of absurdity. In Uncharted, no matter how realistic and convincing the characters and environments may be, the fact is that Nathan Drake can take a hell of a lot of damage, and is a little too good with every gun known to man. In Call of Duty, if realism is such a coveted aspect of the series, why does your character only bleed out of his eyes, and why is damage rarely permanent? The 'game' part of these games keeps them from being truly realistic, and in turn makes them even less believable. Characters like Link, or even Master Chief, are believable in even the most absurd situations, as the worlds that they belong to don't try to conform to the world that we live in."
This tend towards realism was started by Counterstrike, in my opinion. Before that deathmatch was a supersonic brawl over the rocket launcher with infinite lives and team games were similarly fast and chaotic. Now game characters are slooow, you're lucky if you're allowed to respawn, guns are, well guns and environments completely lack lava and floaty platforms.
Also, finally played Portal for the first time this weekend, boy that's one surreal game! (and i'm not talking about the physicsy stuff!)
If you don't risk failure you don't risk success.
Follow John Smith's exciting adventures as he buys groceries, fills out his 1040 and waits in line at the DMV...
Whenever I see people so damn serious about a game - whether it be surreal or otherwise - I know something is wrong.
Don't you guys have better things to do than worrying if the surrealism in games might bring on some unrealistic expectation or whatnot?
Wii is not even HD capable console, few people are bothered with that. Their games are non-realistic in low resolution. The lack of realism hasn't affected them much.
Whoever wrote this article obviously hasn't played it. Its a game that is astonishingly close to "realism." As, much as possible anyway.
I would simply argue that concessions away from realism in "realistic" titles exist in video games because a mouse and keyboard is a poor substitute for your body and a monitor is a poor substitute for your eyes.
Once we have more "immersive" input/output hardware, the lines between reality and the game world will become blurry.
And you shouldn't expect them to. "Realistic" games break realism for the sake of gameplay. Not everyone (and dare I say most people) don't want to play a game where you get grazed in the leg with a bullet and your movement becomes entirely awkward, your character develops some sort of infection and then his leg needs to be amputated in the middle of the jungle with charlies everywhere, then being required to finish the rest of the game with one leg. (surely one person will reply to this begging for that)
It's a game. It's entertainment, and they also have to account for users controlling these characters. Sure games like Call of Duty put in realistic weapons and what have you but it's still not aiming to be a completely realistic combat shooter. In fact I doubt anyone would even think it's trying to be. If you want something "realistic" then I think Arma 2 would be a better choice.
Movies also try to be "real" but when you see Tom Cruise jumping out of helicopters or Bruce Willis driving a car up a ramp into a helicopter all while the surroundings and story are meant to be more or less realistic, you don't go complaining how unrealistic the movie is. It's a movie. it's entertainment. If you want a true-to-life story then look out your Window and watch the mailman deliver the mail.
You have three options.
First, don't aim for realism. Allow respawns because that's the way the game mechanic works and you like it that way. This worked well for Quake and earlier games. Why do you get to respawn? Because that makes the game fun. End of story.
Second, make it really hard to actually die. If you do die, then that's it, but generally you won't. Think of Monkey Island. There are only a few places where it's actually possible to die, and you need to try really hard. Or, to make it a bit harder, like Elite, where characters that had something to lose could buy escape pods and would then be able to survive their ship being destroyed (likely in a universe that is approximately 90% hostile spacecraft by mass).
Finally, work the respawning into the story. Have a friendly sorcerer resurrect the player in a fantasy game. In a futuristic game, have teleporters record the person that travels through them so that, if you die, you step out of the teleporter again with none of the experience or items you've collected since then. Or have it so that respawning doesn't really involve coming back to life, but rather taking control of a new person. This works fairly well in the Tom Clancy games.
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In Portal 2, a robot tells you you're fat.
Sounds like pretty much every digital scale I have ver owned.
when you see Tom Cruise jumping out of helicopters or Bruce Willis driving a car up a ramp into a helicopter all while the surroundings and story are meant to be more or less realistic, you don't go complaining how unrealistic the movie is.
Um, it seems to me most serious movie critics do exactly that.
I am trolling