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Graphics Games

How Much Detail Is Too Much For Games? 201

jones_supa writes "Gamasutra editor Eric Schwarz gives thought to the constantly increasing amount of graphical detail in computer games. He notes how the cues leading the player can be hindered too much if they drown in the surroundings, making it harder for the game to hint whether the player is making progress. Consistent visual language helps to categorize various objects, making their meaning more obvious. Paths through the game world can be difficult to read simply due to dense vegetation. For some cases 'obfuscation through detail' can also actually work really well. Schwarz challenges us to ponder how the amount of detail makes a game either more or less enjoyable."
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How Much Detail Is Too Much For Games?

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  • by Anonymous Coward on Wednesday August 01, 2012 @05:47PM (#40848773)

    ...it depends.

  • by narcc ( 412956 ) on Wednesday August 01, 2012 @05:48PM (#40848783) Journal

    I tried to play that "New Super Mario Brothers" game not long ago. I couldn't see a damn thing.

    Contrast, people. Contrast is important. The challenge should be playing the game, not seeing the game.

  • by Anonymous Coward on Wednesday August 01, 2012 @05:50PM (#40848811)

    For FPS, most benefit from the additional graphics making the game look more 'real' vs. in the past when the levels could be memorized effectively (SOCOM comes to mind) and people instantly killed for stepping out into the open. For games like Raiden Project or DYAD, graphics are designed to overwhelm the player, hiding enemies or incoming fire. Limbo takes the other end of the spectrum, where graphics are nearly nonexistent, but places more emphasis on what is there. It just depends on what the designers decide to emphasize.

  • by julesh ( 229690 ) on Wednesday August 01, 2012 @06:03PM (#40848973)

    ...why there's a trend to retro gaming. Indie developers are putting out more and more titles with retro-styled graphics, and games such as Fantasy Online (an orthographic projection 16x16 tile-based MMORPG with graphics that would have looked old-hat in 1990) draw in millions of players.

  • Re:uncanny valley? (Score:5, Insightful)

    by grumbel ( 592662 ) <grumbel+slashdot@gmail.com> on Wednesday August 01, 2012 @07:21PM (#40849929) Homepage

    The problem isn't in the looks, but in the interaction. In highly detailed games you often have tons of stuff that looks like you should be able to interact with it, but you cannot. So while the graphics have gotten more detailed, the interactivity has not. It drives me nuts when I run into doors I can not open, "walls" I can not jump over, holes I can not duck through, items I cannot pickup and all that stuff. With simpler graphics there was a much clearer communication as what is interactive and was is not, as there simply wasn't the computing power available to little the rooms with tons of uninteractive decal.

  • I offer this (Score:4, Insightful)

    by kenp2002 ( 545495 ) on Wednesday August 01, 2012 @07:31PM (#40850029) Homepage Journal

    (Shameless plug of sorts, apologies)

    I DM'ed (Dungeon Mastered) RPGs for many (like 20) years and I learned a very important lesson I mention in some youtube vids I am throwing out there (not a full timer, I'm just documenting some stuff for posterity so-to-speak http://www.youtube.com/playlist?list=PL42823901F978F00D&feature=mh_lolz [youtube.com]) but I'll give you a specific relevant quote:

    "Every detail you give a player, is one less detail they can imagine for themselves." Part of limiting graphics is, it allows a viewer or player's imagination more flexability. This is why I preferred Batman TAS' art direction more then say Fist of the North Star or Robot in the Shell anime (not that I disliked either of those). The more minimal art allowed me, mentally, to focus more on the movement, the framing, the scene as a whole, and gave me enough flexibility to flesh out the world without having every rat and piece of eye candy thrown at me.

  • by Stormwatch ( 703920 ) <rodrigogirao@POL ... om minus painter> on Wednesday August 01, 2012 @08:28PM (#40850581) Homepage

    Consider this: early LCDs had horrible picture quality, and even now it takes a pretty high end LCD to compare to a good CRT.

  • by Pseudonym ( 62607 ) on Wednesday August 01, 2012 @08:41PM (#40850679)

    Precisely.

    As Steve Hollasch famously noted, computer graphics is the only area of science where if it looks right, it is right. The correct amount of detail is whatever the tradeoff between artistry and gameplay demands. Your goal as a game designer is to have the audience say "what a great game", not "what great detail". Unfortunately, it's sometimes easier to optimise for high detail than it is to optimise for great gameplay.

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