Videogame Graphic Advances - Not What They Used To Be? 134
Thanks to GamesRadar for its PC Gamer-reprinted article discussing why graphics alone aren't enough to sell a game anymore. The author explains: "During the final days of Steam, I found myself playing the original Half-Life. And, frankly, it looked perfectly acceptable. While it clearly lacks the fine polish of modern first-person shooters, the world it presented me with was entirely comparable with anything around. And, being a great game in the first place, it was more enjoyable than - say - Unreal II." He continues: "However, if you went back to 1998 when Valve's masterpiece was released, and attempted to play a game five years older than that, it would be a very different experience. To go back and play System Shock, Doom or Wolfenstein requires a whole re-arrangement of your thought processes to accept the difference in graphics quality." Do you agree that "...the days when graphics ruled videogames are rapidly drawing to a close"?
Yes (Score:5, Funny)
Re:Yes (Score:3, Funny)
Re:Yes (Score:3)
Re:Yes (Score:3, Funny)
*sigh* Yet another game that isn't ported to the Mac : (
Good Riddance (Score:4, Insightful)
Maybe now people will actually develop good games instead of their own graphical egos.
-tid242
Re:Good Riddance (Score:3, Funny)
Maybe now people will actually develop good games instead of their own graphical egos.
But what then are the guys from id going to do for money?
Re:Yes (Score:1)
Re:Yes (Score:1)
btw: the Ai in the farcry demo is pretty good, not great, but interesting.
but then they'd have to rely on content/gameplay (Score:2, Insightful)
Re:but then they'd have to rely on content/gamepla (Score:5, Insightful)
but they want gameplay when they bought the game.
Quite Right (Score:5, Interesting)
As pixel shaders and frame buffer effects become more common, we'll probably see an increase in "cinematic" effects, like depth of field, distortion, and better lighting accuracy.
The best proof that graphics are pretty much stabilizing is the fact that the supposed "next-gen" games, are improving the fidelity of their game world, rather than reinventing it. Half-Life 2 is looking for a physically accurate and emotionaly involving world. Doom 3 is aiming at a well-lit world. Duke Nukem Forever is redefining how many times a game can be delayed, and many engines a single game can use.
I'm fine with the polygons too... they never hurt me.
All about the hook (Score:5, Insightful)
But did Call of Duty do that to me, compared to some FPS of two-three years ago? Not because of graphics.
But this happens all the time. You need a hook, to sell. Graphics aren't the big thing now. But back when the PlayStation came out, or when 3D cards were becoming more common in PCs, did you get something that advertised in big letters "3D!" on it. A developer would take anything, stick it in the box, and if it was 3D, it was 'cool' and people actually bought it, even if it was absolute crap. Games that were good, and 2D, didn't sell, and games that were lousy, but 3D, sold. Go back and read some game reviews from the period, and you see all sorts of reviews like "This was a great game, but with the '3D revolution' we're in now, it just doesn't cut it." Then a crappy 3D game gets a 8/10 because it's 3D. It's a hook. They're always looking for a hook.
Graphics aren't a hook anymore. How often now do you look at screenshots on a box and go "Wow"? Not nearly as often. So they find a different one. If I had to pick one, I'd say right now it's "Online play!" Games with online play mention it about 14 times all over the box. Great games get some crappy netcode slapped onto them just so they can be "online!" Otherwise good games get hurt in reviews, even if they're single-player titles, because they don't have online play.
What will the next hook be, when almost everything's online and "it's online!" is no longer something that reviewers will give bonus points for? That's the real question.
Re:All about the hook (Score:5, Insightful)
Graphics today have a long way to go before they peak, there are still many things we can do that we just haven't had the time or power to do yet. However I don't forsee any of these things being revolutionary on that level until we are *in* the game.
Now I feel like I'm in the mid-90's saying "Virtual Reality is the Next-Big-Thing" all over again, but I think that was the right attitude all along, just far, far too early to be realized.
Re:All about the hook (Score:2)
One of the reason is the graphics. For a game to look good graphically, the sprites have to be very detailed and have a comprehensive set of animations. The problem is, this makes the game run slow a
Re:All about the hook (Score:2)
Re:All about the hook (Score:2)
nope. just lots of meatbag competitors! =)
Re:All about the hook (Score:2)
Its not so much AI as game design (though beyond a certain point its hard to tell those apart)
Re:All about the hook (Score:2)
Not AI. Just an emphasis on user-created content, and the ability to freely build and script everything... See sig for an example of just such a place =)
Re:All about the hook (Score:2, Insightful)
Back on topic, though: I think one pivotal reason in the levelling-off of graphical advances is the sheer unfeasibility of building such densely modelled environments. How long does it take to model a skyscraper right down to the screw threads?
Re:All about the hook (Score:3, Insightful)
other tech (Score:4, Interesting)
AI has been about finding that balance between too easy and too hard, because if a bot is too stupid, you just give it a bigger gun (so to speak) -- or some other arbitrary advantage over the player. More recently, Half-Life 2 (among other things) is making it about moving away from scripts and making the AI do lots of possible things to match the scenario, rather than just one or two (shoot or dodge).
Good gameplay has been about having good AI (as above) and a good interface. More recently, it's been about involving the player with the content, particularly the plot, in order to make them "feel" involved on an emotional rather than visual level. Music also helps a lot with this and below.
Good plot has been about having something well-written and fast-moving but long, which plays well with the gameplay. Now, various games are (tentatively) taking steps in the direction of freedom and non-linearity. Some of the most popular games are either multiplayer or somewhat nonlinear (gta3).
Good multiplayer has been about having multiplayer in the first place, and having it online. More recently, it's about involving everyone in a unique way, such as a MMO game where everyone has a unique part by necessity, and games like Natural Selection, where in both cases the game plays better with more people, yet can be quite fun with only two people. (Surprisingly, a two-player NS game was the most fun I ever had with it, though I wouldn't want to repeat the experience.)
The criterion is the same -- good graphics, good gameplay, good multiplayer (and internet), good AI and plot, etc... It's pieces of that which keep changing. I agree that the focus on graphics will decrease, but it won't go away, and even after playing ut2003, I can still look at that half-life 2 and doom 3 trailer and say "Wow". But what amazed me more was that both allies and enemies in hl2 seemed a lot less retarted, and many of them seemed human.
If you need proof that graphics alone don't sell (though graphics + gameplay can sell quite well), look at Counter-Strike. Still _the_ most popular Internet game, last I checked.
I will add one more category: good programming. A game that doesn't crash, and which allows one to play well on older hardware but looks great on newer hardware... Not to mention, I have two games for the PS2 which give me a loading screen only _very_ occasionally (<10 times per game), and even those could be skipped -- otherwise, you just literally walk from area to area, throughout the entire game, even though some areas have entirely different rules than others (a race minigame, for instance).
Good technology is not shiny features, but good, hardworking features. For example: It should have a good Linux port, or genuine multi-platform support, rather than having one definitely better platform -- FFVIII for PC (only one I've seen on a PC) required a processor/video card several times what the playstation needs. It could eliminate loading times and arbitrary limitations to levelers and modders. The cube engine offers in-game, multiplayer level editing -- even while a deathmatch is going on. Little things like that add so much to the experience, although I've got a plan for several bigger ones that needs to be written up (ends up looking like Neal Stephenson's Metaverse).
Ultimately, there will be some hype anyway, but at least in today's world, that's somewhat dampened by the increasing functionality of downloadable demos. Download the quake3 or ut2003 demos to see -- although the actual game may have "much more", the demos definitely give you an idea of a typical game.
I agree that it's harder to go from halflife to doom than it is to go from, say, ut (or even doom 3) to halflife. I i
Gah, I hope so... (Score:5, Insightful)
I would trade in 100 games with good graphics for one game with great playability.
Some of my favourite games over the last five years or so have been things like Baldur's Gate 2, Civ 3 and Sim City 4. None of those can claim to have great flashy graphics (although the artwork in BG2 is fantastic), but they offer an unparalleled level of depth and gameplay.
I'm certainly looking forward to whatever the "new Black Isle Studios", Obsidian Entertainment [obsidianent.com] can come up with.
None of today's games have "good" graphics (Score:3, Insightful)
Re:None of today's games have "good" graphics (Score:3, Funny)
You mean from cryonic freeze? That's how long it would take to do.
Re:None of today's games have "good" graphics (Score:2)
Re:None of today's games have "good" graphics (Score:3, Interesting)
Back when all of this stuff wasn't nearly as mainstream as it is today, the geek
Re:None of today's games have "good" graphics (Score:2, Insightful)
Now, everyone has something different, and all the cards have different capabilities. Worse yet, some manufacturers are shipping their newest computers with some of the oldest 3D cards (Sony, for example, ships some otherwise top-of-the-line systems with TNT2 cards). Some man
Re:None of today's games have "good" graphics (Score:1)
Re:None of today's games have "good" graphics (Score:2, Insightful)
I guess you consider '$' as a good representation of a monster?
But '$' would be an an awful representation of a monster. Monsters should be shown as alphabetic characters.
Re:None of today's games have "good" graphics (Score:2)
Re:None of today's games have "good" graphics (Score:1)
I've seen many producers/publishers release, time and time again, absolute crap. I've also seen, time and time again, a few great major TV/movie franchises have their likeness placed in absolute crap.
I will name names on the positive side.
Rockstar: At the time, GTA's graphics, sound, gameplay, and everything else was not only great, pushing the system's limits
Re:None of today's games have "good" graphics (Score:1)
Re:None of today's games have "good" graphics (Score:1)
Re:None of today's games have "good" graphics (Score:2)
Re:None of today's games have "good" graphics (Score:1)
Re:None of today's games have "good" graphics (Score:1)
Re:None of today's games have "good" graphics (Score:1)
I discredit most N64 games... I really didn't like the system after an overhyped and long wait. The controller was abysmal. And I was really unimpressed with the graphics and sound quality versus PS (though I only -bought- FF7 for PS, I avoid Sony as if it were AOL).
I was also really upset and pissed off that I couldn't give F-Zero 64, the sequel to one of my all time favorites, more than a week of play before
Re:None of today's games have "good" graphics (Score:2)
What's wrong with System Shock 2's graphics? (Score:2)
Silly kid (Score:3, Informative)
The original System Shock was a ground breaking titel at the time of doom but using a fastly superior engine for the enviroment and a fastly infirior one for the characters. It was I think one of the first true 3d shooters as opposed to dooms and duke nukems 2.5d. It also had a great story and if you had the cd version excellent voice acting.
Sadly it also was about a gazillion times m
Re:Silly kid (Score:1)
"Surface" technical feasability is here (Score:3, Insightful)
The real issue is how we, so to speak, "start over" now that games can do everything we can imagine, when a big enough budget and schedule is allowed. Lots of people want to do virtual realities, in an online or single player form, and over time the distinction between that(when it was still theoretical) and a game that constantly tests our abilities or acts as social glue in the way that sports or board or card games might has gotten muddied; games today are often made heavy and slow-paced by feeling the compulsion to satisfy both the requirements of skill/excitement and of VR. Games rarely ever have a continuous stream of challenge thrown at you anymore; instead, it's broken up into little chunks wherin you explore a little, and then you fight or solve puzzles or whatever, and then you go back to exploring...
That said, I have great hopes that the market will reinvigorate itself with a whole new set of ideas; there's plenty of untapped potential floating around that is likely to unleash great stuff over the next few years, games that try to do things "new and different" like any art should.
Re:"Surface" technical feasability is here (Score:2)
Funny that this should be posted tonight (Score:2, Interesting)
Re:Funny that this should be posted tonight (Score:5, Insightful)
It's like chocolate cake. Chocolate cake has been done to death. Everyone's eaten it before; every variation has been done. That doesn't keep good chocolate cake from tasting good (use some other food example if you hate chocolate cake). Sure, chefs are experimenting with new non-chocolate cakes, and making almond crumble chiffon turnovers and other brand-new pastries, but that doesn't mean that chocolate cake isn't still good. Halo isn't popular because it is original, or innovative, or all of the other catchwords that get bandied around. It has a lot of fans because...it's fun! It may not be your cup of tea, but like it or not, it's popular because people enjoy playing it.
People need to move away, not only from the idea that "Good Graphics = Good Game", but that "Innovation = Good Game", or "Realism = Good Game", or "Good Storyline = Good Game", and remember that the key is "Fun = Good Game". If good graphics, story, ideas, originality, etc. help make a game fun, then that's an added bonus, but even a game with trite, rehashed ideas, bad graphics, and a laughable story is awesome if it's fun.
And if you haven't played Halo multiplayer, or you've only played on PC, you missed all the fun bits, so I wouldn't be surprised if you find it un-fun as well. The XBox multiplayer part is where it really shined.
Re:Funny that this should be posted tonight (Score:2, Insightful)
Re:Funny that this should be posted tonight (Score:2)
Re:Funny that this should be posted tonight (Score:4, Interesting)
Nintendo is still selling SMB3, just repackaged and targeted to the GBA. And lots of people are buying it. And lots of people are buying the Game Boy Player so they can play it on their television instead of hunching over a GBA. I bought it for the nostalgia, but a lot of kids are seeing it for the first time this way.
My buddy just carried out an interesting (albeit unintentional) experiment with his 3rd grade son. He gave his son the new Zelda "Collectors Edition" disc with the original Zelda, Zelda 2, Ocarina of Time and Majora's Mask. My buddy and I were talking about all the time we spent on Zelda when we were his son's age, and how it was neat that his son would now be playing the same game, blah blah blah...so the kid pops in the disc and goes straight to Majora's Mask. Doesn't even glance at the originals. The conclusion that my friend and I have reached is that we are obsolete.
Bad Example (Score:2)
I think you picked a bad example with Super Mario Brothers 3 [ign.com] since Nintendo has ported it to GameBoy Advance and re-released it as Super Mario Brothers 3: Super Mario Advance 4, and it's been a huge hit.
Re:Funny that this should be posted tonight (Score:2)
Re:Funny that this should be posted tonight (Score:2)
My initial response was predicated on the idea that you found no value in Halo because it was not innovative. Your response has cleared up that misconception, so I realize that we basically agree.
Re:Funny that this should be posted tonight (Score:2)
Pretty much true, but I think it's a bad idea to downplay the importance of innovation. Innovation doesn't really make a game better, I realize that. I even realize that it makes it worse, at times. I think it gives a game more potential to be great (as well as more potential to be t
Re:Funny that this should be posted tonight (Score:2)
Chocolate Cake is different; "fun" isn't everythin (Score:2)
Re:Funny that this should be posted tonight (Score:3, Interesting)
Re:Funny that this should be posted tonight (Score:2)
Re:Funny that this should be posted tonight (Score:2)
Re:Funny that this should be posted tonight (Score:1)
Some better examples would've been the entire Quake series, the entire Unreal and Unreal Tournament series, and Hidden and Dangerous. If you ask me, its more recent games that are
Re:Funny that this should be posted tonight (Score:1)
I hadn't played video games in years. A friend convinced to try playing halo with him. Suddenly it was eight hours later, and I was hooked. Now, four of us get together every week and spend the day shooting at each other and having a great time. The physics, the balance, the overall cleverness of it keeps us playing. For someone like me, who is admittedly unfamiliar with other recent games, Halo is amazing.
Re:Funny that this should be posted tonight (Score:2)
Re:Funny that this should be posted tonight (Score:1)
Photo-realism (Score:4, Insightful)
Is it slowing? Yeah, because as you get closer to this holy grail, you spend more and more time/years getting less and less return for the effort. But are all the nails in this coffin? No, not even close. What we have now looks good but isn't going to convince anyone they're looking at footage.
Re:Photo-realism (Score:1)
When i saw ads for GranTurismo 3 I thought i was seeing video footage... i had to see the ads a few times before i was able to tell that it was gameplay, and was still fooled by some of the clips.
A person is tough to get right, but those cars looked perfect to me. Reflections, shadows, realistic movement as the cars went over bumps... they even seemed a little dirty in spots. It has been a long time since i saw it, but i was fooled.
One More Graphics Advance (Score:5, Insightful)
I consider this an advance in graphics, in addition to an advance in gameplay and game physics, because it enhances the visual realism of the gaming experience. Shooting a chandelier and making it fall onto enemies is cool. Shooting down that same chandelier and watching it hit the enemy and ground, breaking into realistic pieces flying in realistic patterns would be awesome.
Re:One More Graphics Advance (Score:1)
The thing game designers and level designers need to focus on is not only these new graphics, but how to INCORPORATE them into the gameplay. For example, in the original deus ex game I remember grabbin a rolling cart and placing a small TNT box on it and rolling on down the hall only to shoot it when it neared my enemies. If only the designs would use all these features then the games could be awesome again.
Re:One More Graphics Advance (Score:1)
seen the LOTR:ROTK game? (Score:2)
Also third-person games blow away FPSs, IMO. Except for BZFlag - that game rawks!
ROTK game... (Score:2)
Massive graphics.
Not so much detail, but a lot going on the screen. It's a tradeoff, but one that's worth it.
Maturity (Score:5, Interesting)
Uh oh. Off topic stuff below....
Some have said lately that the ease of developing a modern engine is a terrible thing. I disagree. It's been about 20 years since a single individual could develop something that was both decent visually and fun.
Consider the Independan Games Festival's entrants page for 2003 http://www.igf.com/2003entrants.shtml
games produced by hobbists that still still need teams, run up tens of thousands in costs, and take years of time to get to their (not always) finished state.
Richard Garriot had a very limited number of pixels to work with when developing the early Ultima's which eased his burden enormously. Since then it's all been about the number of people in your art department, and the engine you liscense.
The power and flexability of modern hardware is making development, code and art, less costly. For the casual developer, what has been just too much work to bother is becoming more trivial. I think we will be seeing activity in the hobiest gaming arena that has been absent for a very long time.
So many times I've been wrong... (Score:5, Insightful)
Ninja Gaiden, the cut scenes at least, had "awesome" graphics at the time but I knew they were just really good cartoons. But when I played Wheel of Fortune on the SNES one time, and it had a near-photo quality still-picture of Vanna White on the title screen, I thought that "well, this is the best it can be... because you can't do better than photos!"
Flash forward to 1997 when I first saw Mario 64. I walked into my friend's house and I seriously did not even take off my jacket. I was standing there for like 10 minutes just marveling it. Amazing, I thought. They did it. They peaked. Can't get any better.
Once again, I was wrong. Super Mario Sunshine is much prettier.
Stupid me, here I go again. Just 5 minutes ago I finished watching a preview for EA mvp baseball 2004 for gamecube and I thought again "Wow, this is a looooong way from Bases Loaded on NES. look how awesome this looks! Seriously, how get much better than this!?!?"
Something tells me that I'll laugh at that statement once again in 2008...
Re:So many times I've been wrong... (Score:2)
It took me 10-15 minutes 'til I realized it was still waiting for the refs, no commercials. Then I looked more closely and saw it was a video game. And I'm a pretty avid gamer, but out of the corner of my eye, the camera angles used (switching to various players standing around) were 'real' enough and
Re:So many times I've been wrong... (Score:2)
Including the half-nekkid women!
Re:So many times I've been wrong... (Score:2)
The days of the "Back of the Box" (Score:2)
I don't remember a single game I've bought in the last few years because of graphics. Sure, they're nice, but nowhere near say, the top 3 selling points of
We haven't even scratched the surface. (Score:1)
yeah sure (Score:2, Interesting)
spatial immersion is more key (Score:5, Insightful)
I disagree. Doom is still quite playable. People don't 'rearrange their thought processes' to play cartoonish games like Jet Grind Radio, lower graphics quality doesn't require a shift. What does require a shift is 'how do they model the space'.
I think 'Doom' really nailed the spatial immersion aspect (and is still playable now). Quake et al added full 3D movement. It wasn't just the graphics, but the fact that Game Movement was like Real Life Movement.
So it's sort of a tactile thing. Once you were walking seamlessly (not in chunky steps), and could look around, things had 'arrived'. After that, things just got prettier.
And, they got the audio right-- you got spatial information from where the sound came from. (5.1 stuff has really helped boost that, but I can't pick 1 'pivotal' game that advanced it.)
So I think the next big leap isn't going to be graphical, but spatial. Perhaps handling peripherial vision, so you don't get the 'someone is hitting me but where?' effect, and there's more of a sense of placement.
Or some clever way to handle mapping and direction so you don't feel lost-- one can get lost in an FPS mall due to lack of spatial awareness, whereas it's harder to do in real life.
Or perhaps kinetic sense will be the next thing, actually feeling motion. We'll see.
Re:spatial immersion is more key (Score:2)
I'm pretty sure there are older games that have things like that, but none are coming immediately to mind.
Re:spatial immersion is more key (Score:2)
Network Traffic (Score:2, Interesting)
Most games are still only in the 20 updates/sec range still, when played online. UT/UT2k3 is a good example of this. The game looks great, and plays like a dream on a lan, but even on cable the update rate means rockets can disappear and people can skip over large portions of ground as the game struggles to get enough updates to accurately place things. Of course, it doesn't help that our server is on 110% speed, bu
Complete and utter drivel. (Score:5, Interesting)
And Silent Storm wins because of its graphics. It really makes a difference when you are fighting a heated battle and the enviroment does get damaged. I had a small squad pinned down by a sniper on the third floor who constantly ducked out of the way after taking very accurate shots. My own sniper was busy being patched up. So I had a soldier run up to the side of the house and start throwing grenades at the house. He couldn't reach the floor of the sniper let alone lob one in through the window. He did however manage to hit the outside of the second floor. This blew away the wall allowing the second grenade to sail in easily. Blowing away both floors killing the sniper as he fell two floors.
So yes I think graphics will be continue to be an important improvement. No maybe not in "dumb" shooters like quake where quite honestly the increased power has only been used to create nice decoration. In games like Vietnam, Silent Storm, Operation Flashpoint, the increase in graphics power is however used to create more then just pretty pictures. It is used to create a more realistic enviroment in wich to play. People complain about snipers? Play OFP and see how easy it is to snipe at a player 1 mile away.
Really why do people keep posting these stupid stories? They happen every year and every year they are proven wrong.
Oh and I don't think games like Half-life aged terribly but I do enjoy in more recent games that peoples lips move and there heads in general are more then cubes. No it doesn't matter to much in a frag fest. But when like me you enjoy single player games it does matter.
Re:Complete and utter drivel. (Score:4, Interesting)
Re:Complete and utter drivel. (Score:2)
This is more then you say had in quake were if you opened a door to a lighted room then the light would NOT spill into the room you were in.
Graphics is not just extra polys to make round pillars. It is also bullet holes in the pillar. Smoke from burnin
Older games (Score:2, Interesting)
Hell, AGD Interactive [agdinteractive.com] (formerly Tierra) is redoing some of Sierra's older EGA games into scintillating 256-colour graphical wonders.
Cell-shaded 3d graphics? Pretty to look at, but I don't need 'em. (:
Re:Older games (Score:2)
yes, graphics have come a long way since then, but honestly gameplay itself has come just as far. you like adventure games? play some Grim Fandango. Monkey Island.
Re:Older games (Score:1)
I don't tell you what you should or shouldn't like. Long as you've found something you enjoy and you're having fun with it, cool. I don't like horror movies, I don't like romantic comedies, but that doesn't invalidate them, and I don't tell people who do enjoy them that they're insane. So let me enjoy my games, and you can enjoy yours.
Anyhow, I prefer not to type anything... Sierr
indeed.. (Score:2, Interesting)
It's not just the graphics, but the design! (Score:2)
Uncanny Chasm (Score:5, Insightful)
Over the course of the article, they discussed something called the "Uncanny Chasm." This chasm was what happened at a point just shy of total realism, at which things look jarring, unnatural, and disturbing.
This is part of what's happening with games right now. We've reached the cusp of the Uncanny Chasm. Some have marched headlong off into the pit: I can't count the number of sports games I've looked at and thought "Wow, that looks totally incredib... Woah, that looked completely wrong."
SquareEnix and Konami have pushed further towards the far edge of the Chasm, but only in cutscenes. The primary reason is, once the character is under the player's control, it is virtually impossible to keep up the convincing level of motion and still have the player be able to control more than just a modern-day Dragon's Lair.
Re:Uncanny Chasm (Score:2)
Polygons vs. Design (Score:4, Interesting)
The graphics have improved to the point where creators have a pretty damn big canvas to work on. Just improving the technology isn't good enough anymore. It's all about making your game feel good. That's really what it's all about.
What's wrong with Doom? (Score:1)
Re:What's wrong with Doom? (Score:2)
The answer is a resounding NO. (Score:4, Insightful)
Immersion Vs Total Immersion (Score:1)
Now let me explain, in point form: 1.)Immersion is the ability of a player to be lost in the game world, there are many factors to this outside of graphics but they are important. For many anime watchers swotching to CG is a step away from realism. I think this is because they are tied directly to the creators vision and the emotional content of the voice actors. Adding CG is just another level between you and the creator (Same with physical
"Next Gen" consoles won't be very impressive (Score:2)
Pretty much every jump in console graphics so far has been pretty major, but I really don't think this next jump will be that impressive (certainly
Half-Life Headaches (Score:1)
Graphics without the Content (Score:2, Interesting)
Games are coming out with great graphics, but are only 10 hours long, stereotypical with no real thought given into the story. Heck, right now I hardly even play games anymore.. I just browse internet forums 90% of the time i'm on the computer.
Content/Gameplay is becoming an 80s/90s t
Games aren't entirely focused on one thing (Score:3, Insightful)
I agree with what the guy says about Half-Life, and that it's still more playable than many games today.. but that's because today's games don't have as good gameplay as Half-Life. If a modern game with excellent graphics had the same game-play than Half-Life, then it'd be better. PC games have just tended to suck over the past year.
But, no, we haven't gone far enough yet. When you can render something and it looks just like you're 'really there' (i.e. photo quality), with no lines between texture changes, and the like, then we'll be there. Of course, we'll also want excellent AI, and excellent scaling. I mean.. who wants something that looks like real life (Max Payne and Half Life 2 come surprisingly close here!) but which forces you to take a very defined route to the end?
It's all got to scale. Not just the gameplay, not just the graphics, not just the sound.. but everything.
evolution of everything (Score:2)
We moved on to space invaders,pong, defender, etc. games with barely an improvement in graphics =15% graphics
Then the console wars begin and graphics were the only yard stick. We are at a point where the graphics are basically 75%+ physical realistic graphics.
Now the kicker: to continue to specialize in graphics means a very little return to investment ratio, but it still the only yard stick.
How do you show the execs tha