Why "next-gen games" went gray, brown, and grey.
allegory-of-the-game.com
allegory-of-the-game.com
You can see that the distribution of furniture varieties changed a lot when machine tools were introduced. Furniture got a lot cheaper, but because table saws make straight cuts a lot easier than curved cuts, even in higher end furniture, we ended up get a lot more style choices that utilized what was easier.
I'm looking forward to seeing what stylistic changes happen in clothes, furniture and more with the rise of small-lot production, CNC, and other technologies. I expect that we'll see big changes.
He talks about early modernist design being dictated by the machining processes of the time, lathes and extrusion etc. producing the characteristic geometric work.
Tangentially linked to the OP...
Old games with hand-drawn graphic had some artistic value in them, they made pepole imagine other worlds etc. Now it's just photorealism everywhere.
I wonder, when game graphic dadaism and cubism will appear.
Art is not about making more realistic copies.
Indeed, but maybe it's just that (certain) games and film are getting closer. Films use realistic special effects to get you to suspend disbelief when the setting includes magic or aliens. We have sci-fi and horror games that try to evoke emotions and senses of otherness/horror, and I think the photorealistic approach does that more effectively.
There are still many games that have a distinct art style that is not at all realistic (off-hand, Castle Crashers and Braid on XBLA come to mind).
Will we have non-realistic FPS games? Maybe, but unlikely, as one of the points of FPS games is to immerse people in a world, and making that world look as real as possible is part of that goal. Right now, I'm having a hard time thinking of an FPS game that is non-realistic (Madworld on Wii?)
Past a certain point of fidelity, the art direction/production design (what you actually choose to put in the frame) becomes much more important than raw technique.
(related: amidst a flood of crap, curation becomes essential)
True, but video games aren't simply visual art, like a painting. Photorealism can help immerse you into the game's fiction, which can definitely make the game less boring.
No, but entertainment is about creating a convincing, immersive experience.
The other thing I'd like to see change is the complete overuse of bloom shader effects.
I've always preferred colorful games at the expense of photorealism. High quality consistent art direction can overcome a lot of the drawbacks which can be fudged by using the drab color palette so common currently.
I look forward to seeing the next generation of colorful titles enabled by more powerful lighting engines.
http://www.gamasutra.com/blogs/PhilippeRinguetteAngrignon/20...
I can't tell if the link posted here is to the gamasutra article author's personal blog, or if it's just ripped off content.
Most CG movies and effects (from Pixar, Dreamworks, ILM, ...) also do not have anything close to photorealistic lighting (i.e. correct global illumination), but they do not look grey.
One common mistake that leads to washed-out images is to apply gamma correction (which is the right thing to do) but not apply inverse gamma correction to your textures. That way your surfaces are essentially gamma-corrected twice, which is clearly wrong. I don't know if they're really making such a simple mistake, but who knows...
I do think though, that art directors should pull themselves out of that rut and strive for more variety in upcoming titles.
Many Sega games have a very specific look to them that's colorful. Jet Set Radio Future (Xbox) was an extremely vibrant game. Most Nintendo games are too. Though some of those types of games tend to be more cartoonist-looking than realistic-looking.
How about special effects in movies? They use similar technology that's used in video games. Is there a trend here that's more into dark/brown/gray?
Original quake palette: http://www.gamers.org/dEngine/images/quakepal.gif