The Escapist really needs to do a few articles on the distinction between graphics from a technical standpoint and graphics from a aesthetic standpoint, and most importantly from a communicative standpoint.
Technical - Being the nuts and bolts, 3D, lighting, effects, and how they work in the context of the game.
Aesthetic - The art style. Covering basically how the game looks. Minecraft for example is not a technically advanced game visually but it has an extremely coherent style that fits it perfectly.
Communicative - That is, visual elements that are designed to communicate something within' the confines of the game, usually through menus, buttons etc. but also through various other visual elements. For example in Starcraft 2 (and many other RTSes) clicking on the ground will cause a 'trail' to appear showing the path your unit is trying to take to get to it's destination. While the design of course is aesthetic with regards to the specific game, its primary function is as a visual aid.
There's more to it than that, and all these of course interplay with each other.
I'm not an expert by any means, but it's a little irritating when people can be so rarely be clear what they mean when they say either graphics do or don't matter. I'm glad that quite a number of people in this thread realise the distinctions.
I have to wonder though...if we're going to say that Crysis looks 'better' than Tetris, is it not therefore a fair comparison to say that paint is better than pastels? I never really liked the idea that games have to work on some kind of scale and would prefer to think of it more in terms of tools being added to the paint-box rather than games simply becoming 'better' visually as new graphics technology becomes available. Would have thought the masses of indie games (and successful ones at that) would have proved that kind of thinking wrong, as well they should.
Technical - Being the nuts and bolts, 3D, lighting, effects, and how they work in the context of the game.
Aesthetic - The art style. Covering basically how the game looks. Minecraft for example is not a technically advanced game visually but it has an extremely coherent style that fits it perfectly.
Communicative - That is, visual elements that are designed to communicate something within' the confines of the game, usually through menus, buttons etc. but also through various other visual elements. For example in Starcraft 2 (and many other RTSes) clicking on the ground will cause a 'trail' to appear showing the path your unit is trying to take to get to it's destination. While the design of course is aesthetic with regards to the specific game, its primary function is as a visual aid.
There's more to it than that, and all these of course interplay with each other.
I'm not an expert by any means, but it's a little irritating when people can be so rarely be clear what they mean when they say either graphics do or don't matter. I'm glad that quite a number of people in this thread realise the distinctions.
I have to wonder though...if we're going to say that Crysis looks 'better' than Tetris, is it not therefore a fair comparison to say that paint is better than pastels? I never really liked the idea that games have to work on some kind of scale and would prefer to think of it more in terms of tools being added to the paint-box rather than games simply becoming 'better' visually as new graphics technology becomes available. Would have thought the masses of indie games (and successful ones at that) would have proved that kind of thinking wrong, as well they should.