TaborMallory said:
The first two games that came to mind while I was reading this were Metroid Prime (1 and 2) and Starcraft. They're all great games; Metroid Prime still looks aesthetically pleasing, and Starcraft is still my favorite game of all time.
You know, I actually bought
Metroid Prime for the first time a month or two ago (for I deliberately run anywhere from one to ten years
behind the cutting edge in gaming, so that I'm not being persuaded by hype and the like, and I can focus on simply buying games that I'll like minus the frantic rush for new games, consoles, etc.; this is also cheaper and really pays off when it comes to running PC games!), and the first time I put it in, I was really impressed with the graphics. I'd gone and played a friend's
Halo 3 for hours before and found its graphics and environments to be dull and yawned through them, but the art direction in
Metroid Prime is great.
Starcraft shows the same principle, which I would sum up by saying this: art direction is far more important than graphics. Whether a game looks nice or not depends upon graphics to an extent, but much more to art. It's more important for a game to get good concept artists than good graphics programmers.
They're also much cheaper, which comes to Shamus' point about content and gameplay length. For example,
Mass Effect is about a ten hour game or so, maybe bump it up to fifteen or twenty if you run around doing every sidequest.
Baldur's Gate II, almost ten years old, has far inferior graphics (though I'll say that on a purely visual level I like BGII more, as almost every environment is unique and the artists were able to do much more), but is many times longer, and it remains true that I've gotten far more enjoyment out of BGII than ME. While it was cheaper to produce and its graphics are far inferior, it contains much more
content, and aesthetically I find it more pleasing because of the range of detailed environments that the later game lacks. The later game repeats most of its environments because simply making one of them represents a huge investment. In the earlier one, we're talking about slapping a different texture on the floor or walls and that's it. That means we got a lot of these environments. There was time to make and implement them all, and so we got a game that appeals to be considerably more. The graphics are far inferior, but playing these games, Athkatla feels much more like a real city than, say, Neverwinter in NWN, and to me it looks prettier. It's all flat backgrounds and 2D sprites, but again this comes down to art direction, and with the lesser expense you have room to be considerably more creative.