Graphical fidelity is ruining video games
eev.ee
eev.ee
I just don't understand talkies. They make movies worse.
I just don't understand TV. It's worse than radio shows.
I just don't understand 60fps filming. It just makes the props look fake.
Every entertainment form has its visionaries, master craftsmen, and then the other 95% made up of crap (not to mention the industry learning curve as people discover what works and what doesn't).
This has nothing to do with graphical fidelity. There were shit games on the Atari 2600, and there are shit games on the PS4.
Good entertainment immerses you in the environment, such that you don't even think to question how things work. If it fails in that, the designers are doing something wrong.
Good entertainment immerses you in the environment [...]
Most of the article is spent in trying to explain this observation and get underneath it in a nuanced way. There's a lot of good observations in there.
It's worth noting that major figures in the gaming world are making big stakes on this very premise[1]:
"The biggest reason why we haven’t done a remake until now is because it’s a massive undertaking to reconstruct Final Fantasy 7 from the ground up with the current technology," Kitase wrote. "Producing a proper HD remake of Final Fantasy 7 that maintains the same feeling of density of the original would result in a volume of content that couldn’t possibly fit into one installment."
That's exactly what Square Enix is doing with the forthcoming FF7 remake, installments.
A big part of eevee's criticism might be summed as "graphical density is a poor substitute for environmental, interactive density". I've played too many recent-era games whose gameplay felt straightjacketed and linear, their gorgeous eye-candy environments managing to be disappointingly boring. In the worst cases, the gameplay worked hard against ever looking at and appreciating the highly detailed environment. What an enormous waste!
[1] http://www.gamesradar.com/final-fantasy-7-remake-too-big-one...
If you have 6 months to build a game, do you spend 3 on graphics and 3 on gameplay or do you spend 5 on graphics and 1 on gameplay.
Personally, I have no insight into the game industry, so it's very possible that it's not a zero sum tradeoff, and crappy games would just be crappy games with crappy graphics if they focused on graphics less, but I wouldn't be at all surprised if gameplay was at least somewhat scarified for graphics.
Example from the article: Run speed in Doom is stupid high which is fun and seems normal, but would look silly and off-putting in a photorealist game.
A commercial game would never have been made with such blocky graphics and low resolution textures, because they would be scared to market such a clunky looking game. But the clunky-ness of the graphics enables the fidelity between the look and the simulation. The irony is it is so successful it made low res graphics a style.
How I wish I could play Dwarf Fortress when I was a kid. Now is too late for me. Ingenuity (and free time) had gone.
I’m sure there were other true-3D games before it, but I challenge you to name one off the top of your head
Descent was published in 1995, one year before Quake. And it was fully 3D, even moreso than Quake since you could rotate around all three axes.
Before Quake, games couldn’t even simulate a two-story building, which ruled out most realistic architecture.
The Build engine (used e.g. in Duke Nukem 3D) was capable of faking multi-story buildings with the creative use of teleporters.
But I too didn’t know of it until very recently, when Elite: Dangerous came out. In my social environment, the Quake series was however very well known. I have the impression that Elite was more restricted to the British market.
- interactive fiction, both movies (Heavy Rain, Beyond: Two Souls) and novels (To The Moon, MUDs)
- simulators of various kinds (most FPSes are basically war simulators, or at least laser tag simulators, but also stuff like racing and flight sims)
- pure gameplay (platformers, 4X games)
- puzzles (Tetris, Bejeweled, The Witness)
- others...
Then those get combined in every imaginable way by the developers, yielding a huge spectrum of games so that it's very difficult to put most of them into a single category. At the edges they're still fundamentally different things. They're never going to evolve into a single Platonic ideal that can be called "games" (that was closest to being true back in the Atari days, where everything was fairly similar to Pitfall or Donkey Kong) - just keep diverging into different experiences (especially with VR coming around now), while still maintaining a continuous spectrum of different types that borrow from the best (and worst) parts of the purest genre forms.
The extreme focus on high-end graphics and realism is mostly due to the influence of a few of those genres - simulators and interactive fiction. That's a huge portion of the market, so it seems like all games are just about graphics now, when that really isn't true.
I think that's one point of the article: Instead of creating a game not set in the real world where for some arbitrary, unexplained reason there are huge blocks everywhere, developers create games ostensibly set in reality where those same blocks look like buildings. Except that you expect to be able to enter these buildings (like in reality), so when you can't that breaks your immersion.
So keep the blocks, but don't make them look like something that exists in reality, because then players will expect them to behave like the real thing.
I think the point is that we have focused too much on high frame rates and realism, and drifted away from the creative, storytelling side. I think that's why the animated movies, like The Incredibles, or Despicable Me and Zootopia do well. They use the old animation tricks that don't actually mimic real physics, but our cultured sense of movement. I don't have much interest in the second wave of VR either; I am trying to continue to find awe in the real world around me, and would prefer to be in an immersive world of crazy Bugs Bunny and Jessica Rabbit!
This comment is great since I don't think you're aware a major studio game called "DOOM" was just released in the last few weeks. ;)
https://www.youtube.com/watch?v=CQpxDFExwhU (it was renamed from Doom 4 to just DOOM since this demo was shown)
I remember reading that a lot of Counterstrike players turn down the visual details in favor of higher frame rate, since the visual details do nothing for gameplay whereas the higher FPS does.
Graphical fidelity prevents experimentation by making things too expensive to try. That's why we have indie games! Go play some! It's like Sundance, there is a bunch of crap and a bunch of incredible creativity.
The entire channel is golden, especially for those interested in game design or criticism.
I haven't touched a single component in ~4 years and AAA games still work great on medium-high settings. Heck, despite tons of warnings from Oculus, the hardware also adequately drives a DK2 in less intensive apps. Are you referring to laptops?
> not particularly inspiring
I've almost given up on AAA games. I get almost everything off GoG these days because I've found that the price of a game is generally inversely proportional to the quality of the game. Get off the hype train, there are tons of very inspired titles out there (The Witness, Modded Minecraft, Undertale, Factorio, Dungeons 2, etc.).
I only consider AAA tiles after they've lived up to critical and fan scrutiny for a least a month or two, additionally, I have to be specifically looking for a title that offers the "same shit, different day." CoD barely changes year-to-year but yet it sells like hotcakes. That's the market that AAA developers service, don't limit yourself to that market if you are finding that it's inadequate.
Shiny new games come out about every other week. A nice computer should play every one of them well for many years.
> And then the game is like 90 bucks!? Where's the fun in that?
90 bucks? Do you live in Australia? (fair enough) Do you feel compelled to buy the collector's/deluxe edition of every game? (don't)
Ever heard of Steam sales? Or indie games? Or Humble Bundles? Like zamalek said, ignore the hype and marketing. Get games after a year or so when the prices have come down. If said game is actually good, people will still be talking about it.
> Imagine if films, or music, or books were like that? It's ludicrous.
A good game is enjoyed for over 10 hours. A great one might be at least 50. Imagine listening or watching any other media for that long of a time. You'd likely be bored or insane. You can get ludicrous value per hour gaming very easily.
> It's like a vomitorium of the senses, and a lot of it is not particularly inspiring.
Indie games are maybe $20 each, and tend not to be your copy-paste $90 shooty-fest.
> A good game _is enjoyed_ for over 10 hours. A great one might be at least 50.
This is not about the game length/duration. It's its lasting appeal. The game I most consistently replay (and that I consider the best game ever) is the original Portal, a 4 hour game.
I'd reather have a carefully designed closed spaced with backtracking (Metal Gear Solid, Metroidvanias) that an open world with a dozen of hand-designed places.
The biggest contrast I found was between Arkham Asylum and Arkham City. In the former you are contantly traversing the old places and trying out stuff with your new abilities. On the latter, you just fly in a straight line to your objective. AA is better at gauging your curiosity while in AC, you must actively explore stuff.
The best gaming experiences always had effort put in to story and character, which doesn't cost anything compared to cutting edge fidelity. High fidelity is not required AT ALL to convey either emotion or story. Fidelity is... Do you remember reel to reel music Albums? No? Because they were a waste of money, and time, and completely unnecessary. How about 60fps film? DV? Shit. All awful awful shit anti-art.
Here's the thing. The best ,most engaging content is always simulacrum. It is not simulation. It is supposed to tell a story and evoke a feeling. Over production kills character in just about every sense the human mind can pick up. I always prefer impressionism over realism, because -- what's the point? I could just go outside and live my life, or go paint-balling. Art is supposed to be hyper-real, which means a simulation of life will always end up second best to a great simulacrum -- something which is only required to represent with style and evocation of feelings. Like a book, it forces our minds to invest in the process of suspension of disbelief. All fidelity gives is resolution. Above a certain threshold fidelity is completely irrelevant.
That's what consoles are for :-)
Edit: This isn't supposed to be a snarky "console masterrace" comment, but merely the observation that consoles have fixed specs and a life-cycle of five or more years where you can play current games without having to buy new hardware. (I don't even own any consoles, unless you count emulators.)
Unless you're buying a $350 Facebook-browsing machine to game on the lowest settings - you will not need to upgrade every 1-2 years to run games.
You lack the option to play the newest games at max/ultra settings at 60+ fps on consoles. Because the options simply don't exist and you can't update the hardware to allow for it. You get 30fps and med/med-high graphics at best.
So... Let them eat cake?
This is not an argument, it's obvious. Many of us are living on the edge as it is, and there are plenty of great games we can play, but games that are not fidelity backwards compatible lock out a class.
This is not that big of a deal -- its not like they're uni-text books or anything -- but it's similar territory. It's an excuse to bump up the price with the added insult to injury that you can't even steal the game cause you plebs wouldn't even have the hardware.
Option A:
Year 1: Buy $400 machine
Year 2: Buy a new $400 machine
Year 3: Buy a new $400 machine
Total Cost: $1,200
Option B: Year 1: Buy nothing
Year 2: Buy nothing
Year 3: Buy $1,200 machine that will last the next 4-6 years, effectively saving $1,600-$2,400 in the process.
Total Cost: $1,200
I did Option B. Except it took four years - and it would have taken five years if I wasn't fortunate enough to get a better paying job during that time. Catch up on backlog of previous 2 years worth of games over time and, very likely, at a cheaper cost since they are now "dated" (saving even more money)Instant gratification is not necessary - and learning how to avoid it often leads to making better investments.
You are essentially agreeing with me, because these are the exact measures most must go through -- only things don't always work out like that. Your computer breaks. You lose a job. You have to pay for other crap. Trade off after trade off for a game that cost the same as a big budget film. It's ludicrous.
We aren't talking about how someone with more money initially has the privilege of spending less money over time (eg: the "better boots" scenario)
Getting a better job did speed things up a year but wasn't necessary. Which doesn't go back to your original point, at all. I had no problem with waiting five years for a decent computer if that had to be the case.
My point was prices for casual entertainment vs occasional entertainment (computer games/movies,etc/ vs holidays/niche sports/etc) is dissonant when it comes to computer hardware + titles.
Yes, the hardware itself has better value than the holiday, because the results last for 4 years (best case for the games we're talking about), but the hardware is the medium -- it still requires paying extra for the actual game(s), plus all manner of extra circumstantial costs. In fact one may gain for more from holiday -- in terms of life experiences, satisfaction, well being, etc, in the long run.
Most games go on Steam sale for $5 within 3 years of release. And even that is honestly still really inflated (after all, the real per unit cost of a game is $0, so its all pure profit anyway since people are willing to give away the game for free on torrent sites) but mobile demonstrates the real price floor for video games - the microtransaction whale market where you have to give it away for free and hope you have 1/100 customers actually pay money is fairly "real" in terms of pricing.
Even for paid mobile games, if they have a PC port, it will be a third or less the price on Google Play than it was on Steam, not because of development costs but because the Steam userbase "expects" $15 purchases while mobile users won't pay more than $5.