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
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 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.
Is there more detail than "reality"?
-AI
I was thinking that, too...
That is, until I took an arrow to the knee...
*ducks*
An enigma, wrapped in a riddle, shrouded in bacon and cheese
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.
The problem isn't in the looks, but in the interaction. In highly detailed games you often have tons of stuff that looks like you should be able to interact with it, but you cannot. So while the graphics have gotten more detailed, the interactivity has not. It drives me nuts when I run into doors I can not open, "walls" I can not jump over, holes I can not duck through, items I cannot pickup and all that stuff. With simpler graphics there was a much clearer communication as what is interactive and was is not, as there simply wasn't the computing power available to little the rooms with tons of uninteractive decal.
Consider this: early LCDs had horrible picture quality, and even now it takes a pretty high end LCD to compare to a good CRT.
Circumcision is child abuse.