How Much Detail Is Too Much For Games?
jones_supa writes "Gamasutra editor Eric Schwarz gives thought to the constantly increasing amount of graphical detail in computer games. He notes how the cues leading the player can be hindered too much if they drown in the surroundings, making it harder for the game to hint whether the player is making progress. Consistent visual language helps to categorize various objects, making their meaning more obvious. Paths through the game world can be difficult to read simply due to dense vegetation. For some cases 'obfuscation through detail' can also actually work really well. Schwarz challenges us to ponder how the amount of detail makes a game either more or less enjoyable."
...it depends.
I tried to play that "New Super Mario Brothers" game not long ago. I couldn't see a damn thing.
Contrast, people. Contrast is important. The challenge should be playing the game, not seeing the game.
Required reading for internet skeptics
For FPS, most benefit from the additional graphics making the game look more 'real' vs. in the past when the levels could be memorized effectively (SOCOM comes to mind) and people instantly killed for stepping out into the open. For games like Raiden Project or DYAD, graphics are designed to overwhelm the player, hiding enemies or incoming fire. Limbo takes the other end of the spectrum, where graphics are nearly nonexistent, but places more emphasis on what is there. It just depends on what the designers decide to emphasize.
Similar to robots, I would assume. Anything more than the necessary data and you get diminishing or negative returns up until it begins to be indistinguishable from reality.
No.
Wait, shit.
Everything is better with chainsaws.
I used to play a lot of games when I was younger and cut my teeth on titles like Doom, Quake, Half-Life, on up to Far Cry and Half-Life 2 where I kind of got away from the whole thing. Recently I made a Windows install and decided to see what state the industry was in these days. My God was I blown away by the lighting and effects in Crysis Warhead. But equally I came away puzzled that it just didn't seem like I could "see" anything. It all just looked the same to me. Enemies blended into the background and everything just seemed to be running together. I thought maybe I was getting old so its nice to see somebody else agrees with my sentiments.
The soylentnews experiment has been a dismal failure.
I think scripted activity is more of a problem than graphical detail it just happens that games with more stuff to look at usually tend to guide you through the happy path so things keep looking amazing.
The trouble is there is sometimes some dissonance between where the happy path is and where I want to go to get things done.
This has been an issue for a long time in video games, I mean was it even possible to guess what you were supposed to do in Simon's Quest to proceed? What would people have done without Nintendo Power?
No.
The soylentnews experiment has been a dismal failure.
Haven't reached that point yet. Until I actually feel gore and blood splashing all over me when I'm playing a FPS, I really can't say I have enough details.
Although I would probably appreciate it if I could turn off smell, just like I can turn off sounds in today's games.
I used to play this adventure game by Scott Adams on a VIC=20. All text, no detail, and I could never tell if I was making progress either.
Laughter is the Spackle of the Soul.
like really detailed character and npc backgrounds as well as a thoroughly detailed detailed setting... so no detail is enough
PS since all games are now ports of content originally designed for 3-5inch screen... can i get my pong back
Is there more detail than "reality"?
-AI
For me, it is far better to grasp the Universe as it really is than to persist in delusion
I used to use this exact same argument to tell my friend why his 16-bit Sega Genesis was worse than my 8-bit NES. Really I was just jealous.
But 640 details ought to be enough for everyone.
I play a lot of battlefield 3, on PC, and the graphics are some of the best I've seen in-game. Things like this:
screen shot 1
screen shot 2
I don't have a problem distinguishing enemies, so far, though sometimes the lens flairs and such do get in the way. Still, I'll take this level of detail any day. Going back to World of Warcraft after is actually kind of a sick joke....
Heh, reminds me of playing tomb raider back in 1997 on a voodoo/3dfx and not being able to find all the secrets because the texture maps all looked the same.
I didn't find enough depth in the article to really understand his point. Sounds like he's saying: the more detail in-game, the more hand-holding for the player to make the game 'fun'. Sure, color palettes, collaterals, space, and the actual path to follow vary, but I expected him to go back at least more than 5 years to talk about level design.
Personally, I LOVE all the eye candy on high end games: shadows, grass blades, dust, wind, lots of material shaders, cloth physics, but I think too much of the budget goes into collaterals and shaders, and not enough goes into actual plot and motivation. BioShock looked effing gorgeous, but holy cats did I find it boring.
I haven't really played a game yet where the detail was too distracting, but I have played many games where it was so boring and repetitive I just didn't care enough to finish, regardless of how pretty it was.
Anyone who's ever planed Monkey Island or Grim Fandango and then plays any of the modern first-person games knows what I mean about opportunity cost and reward for working hard at solving a game.
Heh, and I didn't mention Infocom once. /pats self on back/
https://www.accountkiller.com/removal-requested
Only for questions with binary answers.
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
Type of game makes a big difference. Is it a strategy/tactics game where I need to be able to discern the overall situation from the screen, and see past the individual pixels? Or is it an eye candy RPG where part of the fun is reveling in the cinematography? Or a casual game like Angry Birds where the visuals reinforce some basic fun/humor element?
It's up to a game developer to figure out what the customers will care about and build appropriately; part of the trick to a blockbuster game is making those decisions correctly.
No, the point is to spark discussion, not make a point.
I'm god, but it's a bit of a drag really...
"It is a poor craftsman, who blames his tools."
An enigma, wrapped in a riddle, shrouded in bacon and cheese
The more the Betteridge meme spreads, the more effort headline authors will make to confound it.
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
...why there's a trend to retro gaming. Indie developers are putting out more and more titles with retro-styled graphics, and games such as Fantasy Online (an orthographic projection 16x16 tile-based MMORPG with graphics that would have looked old-hat in 1990) draw in millions of players.
I'm not so sure you can have a limit with detail right now, however, it seems as if the other details surrounding game design have been overshadowed by these visual intricacies. After all, if you come to a point where you begin to question the level of visual details, you will likely come to the conclusion that it's probably because you can't select certain things in the world due to poorly designed selection vectors or because the game is using antiquated controllers, etc. For example, there have been many times in Skyrim where you'll come to a point of trying to pick something up only to realize that you need to position the mouse or pointer in a specific spot just to be ensured of clicking on the right thing (i.e. - a bunch of weapons on some table but having a hard time picking up the one you really want; it's not the graphics' fault, right?) I think we're coming close to reaching a point in all this where the keyboards, mice, and various controllers just won't cut it anymore. We need VR headsets and some gloves! I'd never gripe about Skyrim's graphics. They're beautiful. The thing that's missing is full immersion and you just can't get that with the controllers we have now...
thats all hes talking about.
too much shit everywhere? poor level design. graphics affect gameplay; gameplay affects the reception of graphics
stuck with poor level design and shit looks cluttered? grab a better monitor. seriously. a higher resolution makes it much easier to differentiate fine(er) objects, and a mild familiarity with the game coupled with a very high resolution allows the user to readily pick out important game world objects.
Then Eric Schwarz must find reality damn-near impossible to navigate.
An enigma, wrapped in a riddle, shrouded in bacon and cheese
In an Austin Powers-knockoff, another secret agent makes passionate virtual love to a virtual femme fatale, then brags to you about it in excruciating detail.
Unless it's a porn game, I'd call that too much information.
CAPTCHA: mandates, or is that man dates, I'm not sure which
I'm an immersive gamer and like good graphics. For me, there cannot be enough graphical detail and variation -- but it has to look realistic. Unfortunately, practically no game nowadays fullfils the last criterion, except perhaps Arma 2 at extremely high graphics settings. If it's just console-style graphics with lots of effects, colored clouds and wrong exaggerated colors in general, or "ray of good" sunrays, then I don't give the slightest damn about detail.
Oh yeah, and don't bother with detail or realism if you afterward smear over it with crappy postprocessing effects like "depth of field" or "motion blur."
What I find common in ability/attack panel MMORPGs is the difficulty in distinguishing attack icons from each other. Take the Sith Inquisitor class on Star Wars TOR. Most of the damage attacks are some variation of shooting evil Darkside force energy at your enemies. The icons on the action panel accordingly all feature some kind of hands or body outline either shooting lightning or having lighting swirl around them or something similar. I find that while the icons individually may be sorta cool looking, they are MORE confusing than if you were to replace icons by words like "Shock" "Melee" "Paralyze", or even just "Attack1, Attack2, Attack3, Heal1, Heal2, Heal3...." In the heat of battle, if you are looking to visually process and recognize pictograms before clicking an attack, you are losing valuable fractions of a second you need to activate those powers. It seems to me in these situations most people once they learn the battle mechanics either fall into muscle-memory of keyboard Alt+# Ctrl+# toggles, or the positional memory of "use the attacks in slots 1 and 2 for quick damage, slots 4 and 5 are for immobilize/confuse effects, tray 2 slots 1 and 2 are self-heals, slots 3 and 4 are team heals, tray 3 slots are team buffs" and so on. Does having a designed glyph there really add anything to the game, and might it actually be LESS desirable and less efficient than just accepting the numeric/positional memory and going with a plainer tile set.
Hollywood, Television, has become the dream machine. We need to take that back; each of us is a Dream Machine
It irritates the hell out of me.
There are many games where the room textures are covered in buttons, screens and interesting things. However, the only thing on the entire level that you actually interact with will be a single lever.
I remember playing 3d games on my spectrum 48K where each visible object actually did something, or could be destroyed. Like 'Mercenary'. In most modern games there is the illusion of complexity, but really your interaction is incredibly limited.
I'm sick of games using a colour palette muted to the point where a state-of-the-art game contains black, grey and 18 shades of brown.
Spec Ops: The LIne balances stunning opulence against desert ruins, but even the desert has more colours than Rage managed in the entire game.
Too many devs seem to think that colourful=cartoony, so you only get Ratchet and Clank games that actually remember your TV can actually do red, green and blue as themselves. And too many devs would rather put all the effort into extra textures and lighting, rather than using it to handle more realistic environments. I want more cars in GTA V, not just higher-res versions of the earlier ones. I want to be able to shoot out the tyres and every window, not have it be a hyper-detailed texture applied to a rolling brick.
Do many of these devs not do beta-testing? If a level is incomprehensible within the canon of the game - you designed it wrong..
Getting older now, and I find that its more important that I can understand what's going on then that the game is pretty. Ran into this problem with Blazblue, where some of the backgrounds were so contrasting and busy that they were downright distracting from the actual game. I ended up having serious problems even playing the game due to that.
Your vision mileage may vary of course, but for my dollar a game with simple, clear graphics is a lot better then a game with fancy graphics that obscure the action. Frozen Synapse is an example on the extreme end of clarity that works really well.
-- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
I play driving simulators mainly and more detail has only made them better over the decades
I kind of like "too much detail". Some of my favorite games are ones where there's too much to take in immediately.
Far Cry 1 and 2 come to mind, where jungles actually feel like jungles and the lighting changes make it difficult to see at times.
Immersion is a good thing, as long as the world I'm being immersed in is a little bit interesting.
Less appealing is the kind of emotional immersion that so many current games are reaching for. So depressing. I know that anti-heroes are cool and all, but some of the recent games are taking it way too far. Max Payne 3 was really pretty surprising in the unyielding sense of misery that pervades the game. Seriously, why do I want to play a game where I get to be a middle-aged, fat bald guy who's thrown away his life in drink and pills, has anger management issues and starts out depressed and goes downhill for 8 hours of gameplay. I mean, Jesus. It's like playing a game where you get to pretend to be a loser who spends his free time sitting at a computer and playing overpriced games while his teeth fall out from sugary caffeinated soft drinks. Who needs that kind of tsuris? The only thing that could make it more depressing is if in Act 2 Max gets prostate cancer and has trouble urinating.
Or Prototype 2, where you start the game by getting infected with a horrible disfiguring virus after your wife and daughter are murdered. Yah-fucking-hoo. The classical anti-heroes at least had a sense of humor and there was some underlying wink at the audience that it was all a joke. No such relief in Max Payne 3 or Prototype 2.
I don't mind a little reality mixed in with my games, but for chrissake, put a little fun in it. The closest thing to a light moment is when Max plays three notes on the piano and then says something depressing. If there had been an option early in the game to just take a handful of painkillers and a fifth of vodka and blow my brains out, I almost certainly would have done so.
Thank god I was able to buy Saints Row the Third for under $10 so I can dress in women's clothing, steal cars and blow up guys dressed as furry animals for a little comic relief.
I'm not looking for Sonic the Hedgehog, but c'mon.
You are welcome on my lawn.
Used to play it in OS/2 DOS box. Hair-stand-on-back-of-next fun !! Or maybe that was OS/2 !! Quake II raised the resolution but the fun went way down. Don't even mention III. That sort of genre, the arcade life, is for pimply-faced pre-teen moms !! Doom was good, but second to Quake !! Now, all I have is PTS !! But that's from the wife's Aunt Flo mostly !!
As the VFA (Very Fine Article) points out, detail is nice, up until it interferes with gameplay. Naturally, where that line is depends entirely on the the style of gameplay and the actual mechanics of the game in question. Therefore, there can be no general answer to this question. However, the intelligent answer is "Detail level should be part of the Requirements Process"; that is, the level of detail should be explicitly set to not interfere with gameplay, and it should be a QA requirement to make sure it doesn't (and appropriate feedback should go to the development team to dial detail back when it does).
Personally, I play mostly 4X and RTS games these days (my 40-year-old reflexes doom (no pun intended) me in any FPS, and I hate RPGs). I've noticed that 4X/RTS games are now very much at (or over) the line where detail interferes with gameplay. Take Civ5 for example: the ability to zoom down and see in great model-like rendering your units and cities "feels" really cool, but (a) it's completely orthogonal to playing the game, and (b) it places serious limits on the size and scope of the game itself. Frankly, I'm much happier with non-infinitely-zoomable 4X/RTS games, since the point isn't to watch the equivalent of a FPS happening, it's too conquer the universe/world, and micromanaging (or viewing) individual units is actually anathema to something that is supposed to be Strategic in viewpoint. For these genres, bitmapped icons are effectively the minimum necessary detail, and everything else is Eye Candy. Eye Candy should never interfere with the point of the whole game.
Detail for detail's sake is stupid. Frankly, game mechanics matter far more than detail; game reviewers also need to adjust their reviews to penalize game developers when detail interferes with gameplay.
There are always four sides to every story: your side, their side, the truth, and what really happened.
I'd rather they trade off some of the close up I-can-count-the-rocks-on-the-ground detail for at least mediocre detail at a distance. I'm sick of having to wait until a blob is 100m in front of me to tell if it's a "ricochet off the car" obstacle or a freaking semi-truck.
until the shiny new xbit X-Station comes out and PC's are already way ahead again.... and the publisher wants to establish one development platform (to rule them all) for your cell to PC... and justify it by saying
hey look this turd doesn't need any more polish.... also windows 8
I'm a graphics whore.
I get a hilariously good gaming system every 4 years. I did that a month ago.
Like I just bought Skyrim during the $30 steam sale. Since it's Bethesda I immediately went over to the local modding site (nexus) and looked for the community highest end texture and additional sound pack.
If you're going to dump hundreds of hours into a game, might as well look at something nice. Fallout 3 / NV anyone?
Just for fun I uninstalled the packs and played the first hour with vanilla. It was an entirely different (worse) experience.
The game is really boring, repetitive, BUT it's pretty. That's what I like.
A problem in games has always been one of stealth. When you talk low rez stuff, characters stand out from the environment real well. So stealth is always done through artificial means. Characters become invisible or the like.
Well, with detailed graphics that isn't necessary. Battlefield 3 does a great job of using visual camouflage. There's no "invisible button", no way to make your character magically disappear. However you can hide in shadows, crawl through the foliage, cove in debris. You can visually hide yourself from your opponents, because the engine has sufficient detail to make that a realistic possibility.
Now I'm not saying that is the only way to do things. I don't mind games that want to go for bright cartoony graphics (I loved TF2). However it is a cool thing that we can achieve now with better graphics. We can have a setting where you can hide in ways we do in real life.
A properly-calibrated LCD image is very close to a properly-calibrated CRT image. If you're seeing significant differences, one or the other is miscalibrated.
@ for human, # for path is enough.
(Shameless plug of sorts, apologies)
I DM'ed (Dungeon Mastered) RPGs for many (like 20) years and I learned a very important lesson I mention in some youtube vids I am throwing out there (not a full timer, I'm just documenting some stuff for posterity so-to-speak http://www.youtube.com/playlist?list=PL42823901F978F00D&feature=mh_lolz) but I'll give you a specific relevant quote:
"Every detail you give a player, is one less detail they can imagine for themselves." Part of limiting graphics is, it allows a viewer or player's imagination more flexability. This is why I preferred Batman TAS' art direction more then say Fist of the North Star or Robot in the Shell anime (not that I disliked either of those). The more minimal art allowed me, mentally, to focus more on the movement, the framing, the scene as a whole, and gave me enough flexibility to flesh out the world without having every rat and piece of eye candy thrown at me.
-=[ Who Is John Galt? ]=-
Ever tried finding something in real life? it is difficult, it takes time. You have to be able to perform searches and do things right. If I need a pen, I might have to take half an hour to find one in my apartment, same goes for a document or other relevant item. It is going to take time and effort and presence of mind, if you want something you can beat mindlessly, go play a game of tetris.
When I have to make guy take a poop, the game has officially got too much detail.
Unfinished Swan shows that there's no single good answer to this.
It's too much when the developers start compensating for gameplay with fancy visuals.
I thought the edge enhancement was innovative, artsy, and useful. I could actually see what I needed to shoot.
Also, everything's made for consoles first now... level of detail has actually been sliding backwards. I mean, look at how the ruined Diablo III.
I've always thought about this issue, but in a different way I guess.
I was born in the early 80's, grew up on games like Doom, Doom 2 etc. As things began to progress in the gaming world, particularly the FPS arena, I found this element of perceiving the realism of the environment, that was left to the imagination to a certain extent, being slowly wiped away
Let me see if I can say it better...it's like, when I play a game...I know it's not real, it's all virtual reality therefore I don't have expectations of things to try and fool me into thinking overtly so, that's what made a larger part of gaming fun, for me at least. What I see happening now, is the developers trying so hard to make everything look so incredibly real, to make it so you can't tell the difference, which in my opinion won't ever happen. There is a quality to reality that can not be captured and emulated by technological advances in graphics.
To me, this takes away from the game play a great deal. Maybe I'm just a fool or a...what do you call those people who don't like new things? Anyways...this story reminded me of / articulated this thought that has been bouncing around in my head for the last few years.
I want to be able to shoot out the tyres and every window, not have it be a hyper-detailed texture applied to a rolling brick.
How much of this is the fault of automakers who don't want their patented, trademarked cars to appear damaged on the screen?
A friend of mine used to set screen resolution to minimum (like 320x240) in Quake2 and 3 when playing deathmatch---rationale: it's easier to see and aim at a large pixel than to see and aim at a player model from across the map (sped up railgun instagib thing).
"If anything can go wrong, it will." - Murphy
When my computer runs it as 60FPS. That is the correct answer lol.
Look at Crysis 2. What's the use of high-quality graphics if you just end up with a half-assed rail shooter whose foundation has been crippled beyond recognition so the console kiddies can make it past the first handful of enemies?
When my framerate drops below 30.
http://en.wikipedia.org/wiki/Betteridge's_Law_of_Headlines Did I do it right?
Half-Life showed the way, it was the first big game I recall where being told to go to the Boiler room, meant you looked at the wall and followed the arrows marked Boiler room. No more red card for red door or wondering why this room identical to all the others had special significance.
A mod for Morrowind replaced the default non-sense roadsigns that only had tooltip on mouse over, to readable signs. Made the world a LOT more immersive. So the answer is simple:
MORE DETAIL == MORE IMMERSION
Well, unless you are very dimwitted/American and need a HUGE sign to be told a box with a redcross sign on it that looks just like a real word first aid box could be used as a first aid box and restore your health. I suppose some people prefer it to be a blue bottle because everyone knows blue bottles restore magic.... oops wait. Red potions then? Obviously the color for danger heals.
When they stopped using these non-obvious icons and medpacks looked like first aid boxes instead that people could stop reading the manual.
For first person shooters, being able to shoot through wooden doors, have realistic collision detection so that an obvious line of fire in the 3D world also is a line of fire in the collesion detection world, just makes these games easier and more fun to play as you are playing the game not an arbitrary set of rules that are never explained.
Some people claim that Tomb Raider was merely popular for its lead characters assets. They forget that it was the first "platform" game, especially on the PC where pixel perfect precession was not needed. Close enough was good enough meaning you could focus on playing the game and not on finding the exact pixel to jump from.
Not that everything has to be realistic. For instance the new MMO The Secret World does away with fall damage, you can jump from any height with no effect. Makes going around the world a lot more fun. In Lord of the Rings Online, a simple glitch going down a slope might cause fall damage to occur, slowing you to a crawl for far to long to be fun.
I am personally convinced that a lot of the failure of SWTOR was due to the ingame graphics not being detailed or realistic enough. A cartoon style can work, I am an anime fan but NOT if the source material is live action movies. And all the trailers give big budget cgi movies a run for their money.
Make it look "real". Not necessarily realistic but if people go "oh right, so that is what that is supposed to be, who would have thought", you failed.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Often the problem is not just detail, but obsessive detail in one area combined with wildly unrealistic limits in others. I find jungle combat games extremely frustrating for this reason - even CoD World at War - because there's all this highly detailed jungle around and you have to guess which bit of it doesn't function as an invisible barrier. The people writing the game spent much too long figuring out how to present realistic-looking jungle and not nearly long enough on how to construct a game that lets you roam over the whole reachable area.
IMO the Assassins Creed games get this absolutely right. They are also obsessed with graphical detail, and some of the cities look wonderful, but they've also put a lot of effort into letting you roam endlessly through it.
It's the classic problem of game design - studios spend all their money on visuals and none on gameplay, producing a beautiful-looking game that is boring to play.
Slashdot - News for Nerds, Stuff that Matters, in ISO-8859-1 Has just realised that beta makes this signature redundant
There's too much happening. What was that? A turtle stole my teeth!
If he doesn't want so much detail, he's free to turn down the resolution and quality settings until it looks like he's back on the NES.
My first console was a 2600. (A friend's parents had Pong.) I've had many consoles since and played games on my computers since the Z80 days. I've never played a game and said, "Gosh, I wish the environment wasn't so detailed." Even IF needs room descriptions. I'm building a 7680x1440 rig right now and I want those pixels to sparkle. If I want to imagine everything in my head, I'll read a book.
As a game coder, specifically a graphics programmer that has developed cutting edge graphics engines from scratch for both Direct3D and OpenGL. Too much detail is reached when the game mechanics either fall behind the detail or are hindered by it.
When the game mechanics fall behind detail, you introduce confusion and sometimes even frustration when the player finds something they want to play with that looks cool but is merely cosmetic. Instead of inserting a huge landscape with an invisible wall preventing the player from going there, build natural obstructions or use those huge landscapes for a fly-over during the loading stage.
When detail hinders game mechanics, it only turns away players. Lens flares are cool, but it's annoying when it's just some massive sprite obscuring a huge chunk of the screen during a firefight. Atmospheric scattering is really awesome, but it's just aggravating when your average view distance through the game is shorter than my small house.
Don't even get me start on sound detail, it's so poor and for no good reason with all the processing power we have at hand now.
That's because PC is always an after-thought because as someone said, we are the smaller and probably less profitable market
Game designers should spend their time on *story* details. Deus Ex: HR was a great example of that.
and there was a complete lack of detail about those games...
God of War III has some very nice eyecandy. Too nice. Gives me a headache after 30 minutes of gameplay.
interesting and original....
"unless you're piloting a gun all of the time" a guick wiki search will reveal that for X-Station other than kinect adventures, the other top games are all gun piloting... just goes to show you the best selling X-Station games would be better played on PC using mouse and keyboard. :)
consoles sell because they are dumb to use... caters to the intellectually challenged, thus no need to make the games interesting and original
Any detail that your average person wouldn't notice while actually playing the game is too much: wasted effort when people not only won't care, but won't know there's anything there to care about. Putting more in "for the trailers and screenshots" is pure marketing, incapable of improving the actual game.
Learn why the rules exist then break em!