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GameCube (Games) Entertainment Games

Do Videogames Need More Graphical Grit? 105

Thanks to GamerDad for its editorial discussing whether some recent videogames, such as Metal Gear Solid: The Twin Snakes, look "too sterile and perfect" . The author explains: "The animation is fine but the world Snake runs through is too sharp edged. There's no dirt and grime in the graphics because they're perfect versions of what was seen in the original game. Somehow, these better graphics have detracted somewhat from my opinion of the newer game." He continues: "DOOM 3, for as great as it looks, suffers from a lack of grit in still shots. I'm hoping the final game will not have the plastic look of the current pictures. Even the highly polished Quake III Arena didn't come across as being plastic to me." Do other gamers share this perception of graphical sterility in some recent games?
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Do Videogames Need More Graphical Grit?

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  • True (Score:2, Insightful)

    by KBV ( 732207 ) on Friday March 19, 2004 @04:53PM (#8614312) Homepage
    It's true, I think enviroments and characters do look a bit to "perfect". They should learn from Silent Hill, Manhunt and other games like that. They all look dirty and grity using various filters that make up a kind of "dated" look. Which I find extremly nice. The dirtyer the better. ;)
  • double edged sword (Score:4, Insightful)

    by ArmenTanzarian ( 210418 ) on Friday March 19, 2004 @05:01PM (#8614428) Homepage Journal
    Grit in a real image and fog in a game can become confused if you don't handle it just the right way. You have to worry about which zealots you're offending. Crisp graphics, smoothly rendered edges, and the use of fog/grit for style (not lazy rendering) are all a very delicate balance.

    IANAGD (game developer), but I say lay the groundwork, focus on gameplay and come back to throw these details in with some market testing. Time and processor speed permitting.
  • Half-life 2 (Score:2, Insightful)

    by elrick_the_brave ( 160509 ) on Friday March 19, 2004 @05:14PM (#8614610)
    Isn't half-life 2 supposed to fix all this?? Real environment.. real 'water', 'dirt'.. etc?
  • by Anonymous Coward on Friday March 19, 2004 @05:30PM (#8614898)
    I agree.

    Notice how it's usually real-time 3D that looks a little too pristine. Pre-rendered stuff tends to look much more realistic (look at Resident Evil and Resident Evil 0 on the GameCube to see what I mean - the backgrounds are gorgeous and realistically dirty where applicable). I'm not saying that it's only 3D games that do this; it's even rare in 2D games where dirt can be represented as easily as swapping the colors on a sprite. It's a matter of developers not paying attention to the same details (by accident, by design, or by force) that some other gamers might.

    In my opinion what should be a nice short term goal for game graphic engine developers would be for real-time rendered grime to adhere to character models in a believable fashion. A game character shouldn't look like he just had his outfit dry cleaned if he's just been in the middle of a mudslide.
  • my .02 (Score:2, Insightful)

    by rabbot ( 740825 ) on Friday March 19, 2004 @05:39PM (#8615053)
    I think way too much emphasis is put on graphics: Both by the developers and consumers. I buy games for the fun factor and the gameplay. I could care less what a game looks like. Maybe it's because I grew up in the early years of video games, and can remember when games were just games. If I want reality i'll go outside.
  • Blame Direct X (Score:5, Insightful)

    by NickFusion ( 456530 ) on Friday March 19, 2004 @05:46PM (#8615139) Homepage
    The ability to cheaply do reflection mapping means anything glossy now gets a perfectly focused reflection mapped on it, which looks cool for about 5 minutes, then starts to grate.

    Reflections are rarely perfect. What a lot of these new games need to take the edge off is a blurred reflection.

    Here's a test render I did a while back comparing hard & soft reflections: Chrome_Soft_test.jpg [chromecow.com]

    Much like chrome was a craze back in the early days of pre-rendered CGI, these hard reflections in real-time graphics are about to jump the shark.
  • by ivan256 ( 17499 ) * on Friday March 19, 2004 @05:47PM (#8615158)
    ...something I said almost 4 years ago [slashdot.org]. In fact, that comment was about 3dfx technology that began to address this exact problem right before nVidia bought them and killed it. All most people care about is framerates, polygons per second, and fill rates. When is the blood going to run down the wall when you shoot somebody? when are we going to have soft edges? Texture and bump maps don't help when you get to the intersection of two surfaces, and it's the biggest thing standing in the way of a believable scene in a 3d engine.
  • Re:S.T.A.L.K.E.R. (Score:5, Insightful)

    by ivan256 ( 17499 ) * on Friday March 19, 2004 @06:01PM (#8615325)
    That looks terrible. Sure I can't give you an example of something that is signifigantly better, but dirty textures don't fix that plastic feeling. What brick wall have you ever seen with a perfectly straight edge like that? What wall has ever gotten all pixelated when you get close in real life?

    I think we have the technology nescicary to handle the data that would be required at the speeds that would be required, but nobody is focusing on things like smoothly increasing the resolution of a texture as it gets closer to the camera, or making it so that the edge of an object isn't a perfectly straight line, or simple curve. We could probably even work it such that an object changes from a large flat texture mapped surface to a complex object when you get close enough to know the difference with todays hardware. That's the kind of stuff that I want to see. Any engine writers out there listening?

    Something else that bothers me is intersections of objects. They're all too perfect. Look at those railings in the screenshot you linked? The connections aren't mechanically believable. Sure, it would take the guy creating the scene way longer to have complex intersections, but it would add so much more realism. What I've seen of Doom 3 looks like the people there care about this kind of thing, so there's some hope, but I don't think that many developers have the same patience when it comes to setting release dates.
  • by laxcat ( 600727 ) on Friday March 19, 2004 @06:10PM (#8615496) Homepage
    It's all about the artistic style you are going after. Too often gamers assume that the ultimate goal is perfect realism, which would be amazing but limited. The real future of games is in applying artistic styles and sensibility to games. I loved Viewtiful Joe because of its extreame style. The Wind Waker too. These games have styles that were neither grity nor realistic, but thier unique feels did an excellent job creating worlds that was easy to get lost in.

    I'm not saying every game should be cell shaded, but developers should more often utilize the limitless possiblities of style in modern games.
  • Re:S.T.A.L.K.E.R. (Score:4, Insightful)

    by idiot900 ( 166952 ) on Friday March 19, 2004 @06:31PM (#8615778)
    That looks terrible.

    Actually, I think it looks pretty good compared to the current crop of games.

    - The people throw shadows.
    - There's a leaf floating in one of the barrels (look carefully).
    - There's random crap lying around down below. (I think this is really important to have).

    On the other hand, there are some problems:

    - Shadows may be too crisp. Is everything under a spotlight? Either soften the shadows or (preferably) throw multiple shadows. There can't just be one bright light in that scene.
    - The people should throw shadows onto themselves.
    - The railings, among other things, appear as if they are held together by superglue. How about rivets? Screws?
    - The flying debris resulting from the gunshot doesn't appear to have broken off anything. It just magically spawned there. Also the flash of light from that doesn't seem to throw a shadow.
    - The pattern of rust on the platform the soldier is kneeling on is duplicated in the platform directly below.
    - Do doorframes exist in videogames? Electrical outlets?
    - Mortar lines in brick walls are not carried all the way around.
    - The background should be just slightly out of focus.
    - Et cetera ad nauseum.

    I realize it's easy to say these things from the comfort of my non-game-developer chair. But I'd be surprised if I didn't see these things happen as technology catches up. It's the little things (and there are a lot of them) that will make all the difference.

    My guess is that this sort of thing will move into the procedural realm. Developers will license libraries that do nothing but generate nice-looking world geometry procedurally, as well as textures, physics, etc., and plug into the rest of the game engine. When you upgrade to the Geforce42, you'll be able to display 2x the screws in metal structures and 3x the litter on the street.
  • by gothrus ( 706341 ) on Friday March 19, 2004 @06:33PM (#8615796)
    Grit is what made the Star Wars universe unique in its day. It seemed more realistic because the sets reflected some of the seedier elements that populated them. Personally, sterility or grit doesn't make too much difference for me. I've never seen a game that looked like the real world because 2d/3d graphics haven't replicated the way the human eye works. In a game, everything is always in clear focus no matter how far away or how far into your peripheral vision. In newer games, such as HL2, distant items appear with less detail, but still are in focus. I would be curious to see a graphics engine that can replicate the way a human eye views the world.
  • by Anonymous Coward on Friday March 19, 2004 @07:05PM (#8616164)
    Eh...that's the problem with game development.

    Time and processor speed NEVER permit...
  • Re:Half-life 2 (Score:1, Insightful)

    by Hamled ( 742266 ) on Friday March 19, 2004 @07:42PM (#8616529)
    Yes, I have noticed the lack of grit and dirt a lot in games recently. Sometimes it's OK and works for the environment, but most times it's just a bit off. From what I've seen of Half-Life 2, however, a lot of the game has a bit of a gritty feel to it where it should.
  • by Rallion ( 711805 ) on Friday March 19, 2004 @08:31PM (#8616936) Journal
    Unfortunately, it's not really doable. What if you want to look at something else? The game doesn't know where YOUR eyes are. and so it can't put the right objects in focus.
  • Yes! (Score:4, Insightful)

    by KurdtX ( 207196 ) on Friday March 19, 2004 @08:33PM (#8616957)
    I've been saying this for years to my friends, it's really hard to imagine you're in a real world if you keep seeing the same panel in the wall, or (worse) the same panel representing a wall (think Doom). It does make it easier to spot that one panel that is slightly off, indicating you need to blast it with a rocket or, or find a switch somewhere, but in real life every panel would be slightly different than the next. Even look at your cube walls, there are subtle differences between each one that let you sort of find "cloud pictures" (or try your ceiling tile).

    I don't really have a solution, as the advances in lighting and level design, not to mention the increased amount of art that can be packed into a CD nowadays have taken care of all my ideas, apart from having an artist draw every single wall uniquely to start out with (ridiculously time consuming). Well, maybe have something like Diablo's random level generator, where a key is stored that is used to generate consistent (within the game) dungeons, but basically uses the same elements. Use it to modify certain parts of the panel, like maybe a few pixel wide micro-scratches or discolorations that you really only notice on a subconcious level.

    Oh, and I'm sure someone's mentioned this already, but stop making everything look like plastic! Even plastic doesn't gleam like that, as there's dirt that settles on it (and settles in an uneven way). Materials might actually have whatever index of refraction your physics engine is set to, but if there's 50% dust, or 25% wear, that part isn't going to gleam like it was just polished yesterday. And I don't think sewers get polished very often.

    Now that I'm rolling, do game publishers only work in brand-new office buildings? For those of you who are in a building a few years old, look down at the ground next time you walk around (no, not just to avoid eye contact, but actually pay attention to the ground). Notice how the carpet/tile is more worn in high-traffic areas? How next to the water cooler it's a little bit darker, due to splatter over the years? How the edges of wide hallways look like they were installed yesterday? How there are always marks on the walls in stairwells? And how even door handles start to show wear after a few years? It's the little things that we see but don't process that really make things look real - the wrinkles in people's faces. We just need "wrinkles" in our textures.
  • by Anonymous Coward on Sunday March 21, 2004 @12:25PM (#8627576)
    Way to go, convolutiong something simple into a drawn out explanation aklin to rocket science. --Well it's not.

    A game like Mario is cartoony. Even Mario Sunshine with its ultra cool water effects and slick graphics is still designed to be a cartoony game, and therefore no one is going to be bothered by how clean it look.

    The problem is with games that attempt to mimic reality. 3D artists work hard to re-create real-world environments and objects, but the problem is that artists have to conciously remind themselves that the world isn't brand new. It's become easy to model and render something in 3D and have it look perfect. Like it's just been manufactured. But real life isn't like that. Real-life objects have scratches, dust, dirt, aging, rusting, fading....

    Just check out a game like Silent Hill 2 and 3 as examples of graphics where the artists were concious about how to model and texture the world to look like it was aged. (Of course, they aged it beyond "normal", but it's still a great example).

    There's no need for "dirt filters". It's up to the texture artists and the art directors that over-see the overall look of a game to remember to include such details as age, dirt, dust, scratches, etc.....
    RB
  • by FiloEleven ( 602040 ) on Sunday March 21, 2004 @07:51PM (#8629760)
    Your competing theory is, in fact, the same thing. The "uncanny valley" is basically where zombies live - they LOOK incredibly human, but their motion just isn't quite right (the same thing applies to realistic robots).

    I agree with you that this thing doesn't apply to video games - everything's either scripted or such basic movement that nobody really cares enough to get freaked out by their closeness to humans (though they can freak us out for other reasons such as jumping out from hiding, etc., but that's all by design).

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