Hey, guys. Did you read the same article as I did? Because I read an article about trying to place real experience into a game. You seem to have read some other article about realism in games.
It's interesting the two things would be confused. Many developers, I think, confuse them as well. Now, I think that the methodical, realistic game has its charm, but the gaming companies have come to rely on them too much. A Call of Duty style game will play on a completely different set of emotions than a Serious Sam game. And I agree with guy over there ^^ who says that sometimes being able to conquer the small bad things about an experience enriches that experience; for a dumb personal example, I always played racing games with automatic gear changing because I thought it was boring, but when I first tried playing it with manual gears being able to change that felt very satisfying.
And no matter how unrealistic a setting is, it will only be successful if it manages to evoke familiar emotions on players/watchers. A zombie apocalypse has never happened (yet!) but if the piece done in this setting is done well it will show feelings of dispair, isolation, constant danger, that are certain to resonate with people. If it's really well done, you're essentially stuck in a place, surrounded by things that look like people but care nothing about you, always surrounded yet always alone, clinging to the ones that aren't like the others with the fear they'll be taken away from you - it's everyone's life.
Unfortunately, I am not, and do not intend to be, a game designer, so this read was wasted on me. Good one, though. Cheerio!
It's interesting the two things would be confused. Many developers, I think, confuse them as well. Now, I think that the methodical, realistic game has its charm, but the gaming companies have come to rely on them too much. A Call of Duty style game will play on a completely different set of emotions than a Serious Sam game. And I agree with guy over there ^^ who says that sometimes being able to conquer the small bad things about an experience enriches that experience; for a dumb personal example, I always played racing games with automatic gear changing because I thought it was boring, but when I first tried playing it with manual gears being able to change that felt very satisfying.
And no matter how unrealistic a setting is, it will only be successful if it manages to evoke familiar emotions on players/watchers. A zombie apocalypse has never happened (yet!) but if the piece done in this setting is done well it will show feelings of dispair, isolation, constant danger, that are certain to resonate with people. If it's really well done, you're essentially stuck in a place, surrounded by things that look like people but care nothing about you, always surrounded yet always alone, clinging to the ones that aren't like the others with the fear they'll be taken away from you - it's everyone's life.
Unfortunately, I am not, and do not intend to be, a game designer, so this read was wasted on me. Good one, though. Cheerio!