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Games

The Case For Surrealism In Games 186

An editorial at PikiGeek takes the position that gaming's trend toward realism can be detrimental in many situations, with the quest for graphical precision supplanting creativity and uniqueness. Quoting: "The problem I find most troubling with realism in games is that video games are inherently unrealistic. By definition, even, video games must adhere to some sense of absurdity. In Uncharted, no matter how realistic and convincing the characters and environments may be, the fact is that Nathan Drake can take a hell of a lot of damage, and is a little too good with every gun known to man. In Call of Duty, if realism is such a coveted aspect of the series, why does your character only bleed out of his eyes, and why is damage rarely permanent? The 'game' part of these games keeps them from being truly realistic, and in turn makes them even less believable. Characters like Link, or even Master Chief, are believable in even the most absurd situations, as the worlds that they belong to don't try to conform to the world that we live in."
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The Case For Surrealism In Games

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  • by Anonymous Coward on Thursday August 11, 2011 @04:20AM (#37053290)

    valve eventually went for the cartoony look in team fortress 2 because the gameplay was so absurd. If you're pushing for realism, how do you explain the 2 sides building their bases 40 feet away from each other?

  • by Anonymous Coward on Thursday August 11, 2011 @06:30AM (#37053772)

    They do - I build class D flight simulators - the type that a pilot can train in and then theoretically go fly the actual plane as it's the actual plane's cockpit with the sim built around it - and we only focus on the actual flight aspect

  • by UnknownSoldier ( 67820 ) on Thursday August 11, 2011 @06:46AM (#37053812)

    > This tend towards realism was started by Counterstrike, in my opinion.

    The "Red Herring of Realism" was alive _long_ before 1999 young grasshopper. Tactical Shooters are not the only way games were slowly being more realistic. (e.g. Nethack had death come very easy -- meaning your are faced with permanent consequences, and have to restart.)

    Advances in (real-time) computer graphics & physics are what drove this. Then game designers got sucked into the red herring of realism without understanding what games truely are: an _alternate_ "reality". i.e. Oooh, look, it would be cool, if in driving games, you could actually _flip_ and _roll_ the cars, it would be realistic if when you shot an enemy in the leg he limped, etc. without questioning what -effect- it would have on gameplay.

    Here is the scale of realism with their corresponding game labels

    No Realism -------- Max Realism
    "Arcadey" .............. "Simulation"

    How _much_ realism is called for, depends on the what you are trying to _achieve_ and _express_ with your game. Most gamers find 100% simulation to be NOT FUN. Conversely, they find total lack of realism, to be "too arcadey." The popular games tend to have a healthy mix of both. Quake-style / TF2 jumping / air-control is the perfect example: When you jump, you are able to turn in mid-air 360 degrees, and even stop your acceleration. Completely unrealistic, but fun as hell.

    Here is the perfect example. Almost all driving games "cheat" -- that is, they dampen the impact when you hit an enemy car -- because players would just ram the cars off the road and win. But a win without a struggle doesn't mean (or feel) anything. It's why cheating is so shallow -- it doesn't mean anything when there are no challenge(s) or obstacle(s) to overcome. So driving games cheat -- they want to provide some realism to maintain the immersion, but they can't be 100% realistic as that hinders the gameplay / fun mechanics.

    Sid Meier said great game design was about keeping giving the player interesting choices to make. FPS's moved towards the model where you could only carry limited (~2) weapons -- partially because of realism, but because it forced the player to "make an interesting choice of what to carry."

    Now I am not against realism in a game. There is a time and place for it _depending_ on your game design. When most people complain about realism, what they _really_ are complaining about, is that

    a) they are forgetting they are playing a _game_,
    b) the game is not letting you do something within that world that you think should be able to do.

    People want _logical_ _consistency_ in the game.

    When was the last time you heard people complaining about: Magic The Gathering as being too realistic? Most people don't confuse card games with reality. But as soon as you put the game experience in a virtual 3d world, people will _immediately_ start complaining, "Hey this game isn't realistic! I can't swim, explore over this mountain, etc..."

    > Now game characters are slooow, you're lucky if you're allowed to respawn, guns are, well guns and environments completely lack lava and floaty platforms.

    That's because game designers and publishers are

    a) drinking the red herring of realism Kool-Aid without understanding what games (and game design) are about.
    b) It is easier to model reality, then engage your imagination and creativity -- there is a topic in game design what I call "Frame of Reference", but that is a topic for another day. If you are interested, I'll post a follow-up.

    In closing, if you are going to complain about realism, surrealism, or the lack of it (!), please research some game design history first. There is a time and a place for realism, but one must first understand the deeper problem of what the "game" is trying to represent.

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