The Future of Videogame Aesthetics 359
daniil writes "Here's another look at the 'Realism vs Style' debate. David Hayward, a level designer involved with UT2004 mod Alien Swarm, among others, has written an interesting essay on the aesthetics of videogames, suggesting that, similar to other art forms, the peak of realism in computer games might also be a plateau that acts as precursor to wider experimentation: "We've come a long way since the flint-carved figures of early 3D games, but there's still progress to make before we're producing the game equivalent of sixteenth century marbles. Though it makes for a myopic obsession when compared to the vastness of the picture plane, photo-realism is nonetheless a worthwhile technological achievement to aim for, because it is through this that games will attain the sensation of a lucid dream.""
Selling Gameplay Over Graphics (Score:5, Insightful)
Realism IS a style! (Score:4, Insightful)
The problem is the fanbase (Score:5, Insightful)
First of all, they violently object to anything stylized as being "kiddy" and "stupid faggy crap" - witness the reaction to "celda". Second, they don't have very complicated tastes.
Also, as costs go up the game industry will become increasingly risk-averse.
So, the games of the future are $200 million titles that feature photorealistic graphics, voices provided by pop artists, and lots and lots of explosions and tits. Plus, since the market grows up in roughly 8 years (assume they start on hardcore action games at 12, and grow out of them in college when they can chase RL tits and beer) then they don't need to worry about rehashing - it doesn't matter if your gameplay has been done 1000 times, these kids never played the original Doom and all it's ripoffs.
Yay future.
Re:Realism IS a style! (Score:5, Insightful)
And just because you choose realism, that doesn't say much about the visual style or flair of your game. The vast majority of photography is realistic, and no one would argue that all photographers have the same style.
Limited Immersion (Score:5, Insightful)
The thing that will make games more immersive is holographic technology - when a 3D image can be thrown all around you rather than on a comparatively small rectangle in front of you.
Imersion (Score:2, Insightful)
Context is key to the need. (Score:5, Insightful)
Yet for games like the "Sims" there isn't a need. The context of the sims isn't emulating real life in the same sense as the other games.
A lot can be said by adapting a style that is not trying to be realistic to create an environment more beneficial to the story you are telling. World of Warcraft is a great example. While many other MMOPRGs tried harder to look more "realistic" WOW went a whole another direction.
The problem with trying to make realistic appearing models is that the little errors of those models become glaring. Half-Life2 has many examples of approaching a realistic setting but having incosistencies that totally blow it. Examples include objects of a type that are not destructible while others of the same type are. MMORPGs suffer more as they have to meet the limitations imposed by lesser machines. This leads to a game that looks great on the high end machines and downright atrocious on lower end machines.
Context should be the deciding factor. Don't do it just because you can.
its not really a dupe (Score:4, Insightful)
What else then?? (Score:5, Insightful)
One of the problems that I can see on the horizon is that games will get ALMOST perfect photorealism and start causing nausea when playing. When the brain starts to believe that what it is seeing is real but has problems with certain aspects, angles, reflections or refresh rates, motion sickness like symptoms start to occur. Couple this with larger monitors and TVs that completely occupy your FOV, denying your sense of real world perspective and it gets interesting. Half-Life2 seems to be one of the first mainstream games inwhich this might be starting to occur; the hovercraft level seemed to be particularly troublesome for many.
The Uncanny Valley (Score:5, Insightful)
Take Half-Life 2, for example. It has some of the best renditions of humans I've ever seen in any game. But once you look past that, it becomes glaringly obvious that these characters are still missing something. A character finishes talking to you, then goes into a "trance", staring straight ahead. HL2 tries to fix this by having the character "wobble" a bit to give the illusion of a living, breathing, not-perfectly-motionless human, or by having them turn their heads and look around from time to time. But there's still something... just not quite human about them.
Compare that to Mario in (let's say) Super Mario World. He's obviously human, but drawn and animated in such a whimsical way that you don't find it odd at all that he stands perfectly still, never moves a facial muscle, etc.
This isn't the article I was thinking of, but have a look at the Wikipedia article on The Uncanny Valley [wikipedia.org] if you're interested in more. See also this blog [intelligent-artifice.com] for speculation on why The Incredibles did so well while The Polar Express just creeped people out.
Re:The problem is the fanbase (Score:2, Insightful)
Re:Realism IS a style! (Score:4, Insightful)
Re:The problem is the fanbase (Score:1, Insightful)
Re:The problem is the fanbase (Score:5, Insightful)
That said, your last point is the real problem. What happens to game production costs when photorealism is the standard. Do we reach the point where a game costs as much to produce and develop as a high-end Hollywood production? If so, then we'll likely see the same stagnation and lack of creativity that we see in the film industry.
Except it will be even worse, since technology has actually brought production costs for film and video down while the production costs for video/computer games have skyrocketed. Yes there are still a lot of great independent titles for the PC, but the consoles are pretty stagnant.
Re:Video Games as Reality (Score:5, Insightful)
Your anecdotal evidence also doesn't hold true for the majority of the game-playing audience.
Re:Selling Gameplay Over Graphics (Score:3, Insightful)
So when super real graphics become the standard, the focus will shift away from them. It's simply inevitable.
Reality sucks (Score:5, Insightful)
In short, what the fuck to videogames have to do with reality? Aren't they about escapism, just like almost everything else we spend our money on?
The real problem with photorealism (Score:4, Insightful)
This is a large reason why Pixar had such a small screen-time of humans in Toy Story, A Bug's Life, Toy Story 2, etc... because humans are really, really honed in to the visual qualities of other humans. If anything looks wrong, an expression, an animation, the skin folding, the hair, cloth, it all looks wrong. Even Geri's Game was very stylized, instead of trying to mimic the photo-realistic visuals of an old man.
Most artists aren't even capable of it (I guess we should call it "video-realism" instead, since the motion is at least as important as the still image). And for the few that are, it takes a long, long time.
How should they reinvent the genre? (Score:3, Insightful)
I'm just not sure that there's really any way to reinvent the killing of people and monsters. Unless you want to transition to virtual reality suits and holodecks, there probably isn't much more that could be done. Such games are already in 3D, and thus already at the level of reality. And if they add more environmental/story interaction to the basic DooM-esque theme, you end up with an RPG. Many people play shooters because they don't want the hassle of an RPG storyline.
Re:The real problem with photorealism (Score:3, Insightful)
One thing the article misses... (Score:5, Insightful)
In the old days of low-poly monsters and low-res textures, any slightly artistic geek could build a model or a level and it would look as good as anybody elses. That is changing as the tools and processing power evolve. The newer games require very high-quality assets that not every artist has the skill to produce. It's no longer enough to be an arty geek, now you need to be a geeky artist.
Imagine you take two people and sit them down with a pencil and a piece of paper. One's just some guy from off the street, the other is a fine arts major from t he local art school. You tell them each to draw a figure using only six lines and in the shortest possible time. They each draw a stick figure, and both look pretty much alike. You then say draw another person, no limit on the number of lines, take a half an hour. You've now removed the limitations that were hiding the disparity of talent, so at the end of that time the first guy has a stick figure (maybe a stick figure with hair) and the art student has a passable portrait of the first guy.
The same thing seems to be happening with game visuals: the improved tools and increased polygon pushing abilities of modern consoles have removed most of the limits that in a way protected less-talented artists, and their limitations are now made more glaring. If you really want to push for photorealism, how long before you get to the point where you need a Francisco Cortina to make your models? There are'nt a whole lot of those guys out there.
Re: the larger "stylized vs. realistic" issue, I think overall it's easier to be "Boris" than it is to be "Frazetta". Mimicing real life is always easier than developing a distinctive and original visual style.
Re:What else then?? (Score:4, Insightful)
For instance, for FPS games, I could play Wolfenstein and Heretic, but not Doom. All of the ones after that made me sick until Dark Forces, and that one still affected me after a while. Then I was pretty much stuck getting sick with all of them until the Unreal Tournament line came out. I don't know why, but the UT line is the only one out of the current lines that doesn't make me ill (even after very long sessions). The Doom engine, Elite Force, etc, all make me sick. Deus Ex made me slightly ill, but was slow paced enough for me to fight through it a couple hours at a time (at most).
To this day, I'll try out about any game, but most FPS games still affect me, though some take longer to make me ill than others. Other people I know have had worse experiences. UT seems to have the least affect on people, and it still kills a few of my friends.
I haven't noticed the realism really helping or hurting. Doom made me sick faster than Dark Forces, and the UT still doesn't make me sick, though games of lesser graphics do. Based on that, I think it's all in how the engine works, not how realistic it looks.
The box still looks better than the screenshots (Score:2, Insightful)
Everquest, the screenshots. [everquest-online.com]
We have a long way to go.
It's not about the publishers selling. (Score:3, Insightful)
I'm sure many of the major game publishers have looked into the possibility of offering games like you describe. But the potential benefits most likely do not outweigh the risks. When you're dealing with millions upon millions of dollars, you usually don't want to go wrong.
Um... (Score:2, Insightful)
As technology advanced in other forms of art, the ability of the artist to transform artistic vision into a medium has increased, stylistic variety has increased and (arguably) the tastes of patrons has increased. Think about how many genres of music there are. Think about how many instruments. Think about the variety of painting styles. All of this variety was made possible by technological advances. Is there any reason to think it'll be any different for video games?
Re:Video games as lucid dreams. (Score:3, Insightful)
I. You are aware of the fact you're dreaming, but can't seem to control even your own actions in the dream ;)
II. You are aware that you're dreaming, can't control your actions within the dream, but you are able to wake up at will (I have these quite often)
III. You are able to control your own actions within the dream
IV. You are able to control your own actions, aswell as the entire dream environment. Very fun
Simplicity is King (Score:2, Insightful)
Not really. Experimentation with fancy technology won't win the hearts of the masses - good ideas will. That was true for marbles and that is also true for games today. Down the road people won't look back at Far Cry, Half Life 2 or other technological wonders as marvels. Nor will they look at the wonderfully wacky world of Viewtiful Joe, Jet Set Radio or other stylized creations.
If you want to look at the modern day marbles, look at Tetris. It's beautiful in its simplicity and that's what made it an instant classic.
Re:One thing the article misses... (Score:2, Insightful)
You can compare the graphics of Metroid to Super Metroid to Metroid Prime. You'll probably agree that MP > SM > M in terms of graphic fidelity. The problem is they all have the same style and even in its 8-bit glory Metroid was put together well.
The medium is not an excuse to push crap. Also, the medium will not make crap look better. Next-Gen games won't look better because their rendering hardware/software can support Pimple-Shading 45.2 and Normalized Vectored Nanomorphic Boob-Mapping. If you put crap in the box, you'll simply have Pimple-Shaded Normalized Vectored Nanomorphic Boob-Mapped crap.
Wouldn't that be nice. (Score:3, Insightful)
The more 'photorealistic' the engine can make the game world, the more art and design is needed to take advantage of that. You might not spend those dev dollars on stretching every last polygon out of the engine, but you will spent them making those polygons look good. If you have 2GiB of video memory availible for textures and associated maps, you'd better make good use of it. No more repeating the same box image over and over in every level.
Honestly I think graphcis are an adivsary to game play; and probalby will continue to be after we reach a point where more graphics rendering power is of no benifit. (Which I doubt will be anytime soon) The simple fact is there is generally a limited budget to do everything, and right now limited CPU / GPU cycles. If you have to develope tons of super high quality and complex models and textures to take advantage of Really super fast rendering engine(TM) then the AI, the story, ect suffer. If you have to optimize out every last CPU cycle of waste in the Really pretty slow and boring rendering engine(TM) then the AI, story ect suffer.
I think the fact is, graphics sell games, gameplay keeps you playing. Only one of those is useful for a companies bottom line. (Unless you're making The Sims and have 457 expansion packs you need to sell)
Re:Video games as lucid dreams. (Score:2, Insightful)
By the way, I think most people do ejaculate when they dream of sex.