Issue 36: Casual Friday - A Word Is Worth A Thousand Pictures

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John Walker"Graphics are hugely significant to many people - that can't be ignored... But I challenge you to find the review that says, 'This game would be excellent and worth your time, if only the graphics were better.'" John Walker discusses the importance, and lack thereof, of graphics.
 

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Original Comment by: Felipe Meneguzzi
http://fmeneguzzi.blogspot.com
Your article brings me very fond memories of old games, and a realization that (perhaps as I got older and with less entertainment types), the amount of new games I buy is usually very small, and limited to games I know I will like.

Games whose description starts with praise for its graphics are definitely the last ones I will consider buying. But unlike the next article in this edition, I don't believe good graphics is a bad thing, but on the other hand if graphics are the only thing you can brag about, then your game has a very large likelihood of being just that. The analogy I like to make is more or less the same as one would make with people, that a nice looks is definitely important, and will ease up an approach, but intelligent people will hardly fall deeply in love with somebody just for their looks (one might want to get physical some times, but monotonicity tends to kick in after a while).

Fallout would be another example of such kind of game, the graphics are not outstanding for today's standards, but I am playing Fallout 2 again, and it rocks.

Cheers,
 

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Original Comment by: Olumide Edu

Ok, before I start let me state that storytelling is one of the I advocate for most in video games and I am in no way trying to speak against it with what I am about to say. That said, I have a few problems with your article.

Narrative is immensely important. I believe that every kind of art form needs some form of narrative. As a result, I believe that storytelling is very important to gaming. When a game lacks any kind of compelling narrative, I often feel hollow. As if I am wasting my time. An example of this would be late 2004 when I got myself two games for my Xbox: Ninja Gaiden and Knights of the old Republic. I started playing both games at about the same time and initially, I had alot of fun with both. However, after a while I completely forgot all about Ninja Gaiden and allowed myself to be immersed in the world of Kotor.

Two weeks later, after I had finished the game twice, I then went back to Ninja Gaiden and continued having a blast... as far as gameplay was concerned. When it came time for my story fix however, I was deeply dissapointed. It was generic, badly acted tripe. After a while, though I was still having fun (kinda), I began to wonder what the whole point was. Needless to say, I enjoyed the other game much more.

Another example, is when I played another Bioware game by the name of Jade Empire. I didn't like this game nearly so much as the other, mainly because the story just wasn't as good. The voice acting was also meh.

Yes, narrative is a huge part of whether I judge a game as good or not... alot of the time. The truth is that the are quite few games that do require any serious narrative to be compelling.

For example, I recently played the game Guitar Hero. That is one game that truly surprised me. I did not expect to have nearly as much fun as I had with that game. I am talking about mind invading overloading fun. I have no doubt in my mind that I will come back to that game 15 years later and still have a blast.

I find it unfair how you use the popular scape goat, FPS, here. The truth is that there are many games outside that genre that people still go back to play even though they lack any kind of narrative inclination whatsoever. The Pong, Tetris and Pacman games of the world. These games endure and there are many who would swear by thier greatness. Truth is there are always going to be those narrative free games that endure. I mean how many centuries has game like chess been around?

I know what I have said thus far appears to be tangential, but I am just trying to point out that not all lasting game experiences require narrative.

As far as graphics are concerned, there are many levels to this. I initially tried to categorise them but I found them all too intertwined, so I decided to just speak of them as one unified thing.

Now, I hate it when people just bash on graphics. Graphics are the favorite scapegoat because of the stereotypical way they are often presented. To most people graphics = shiny. To a certain degree that is true. I mean when people refer to graphics the first thing they think about it is pure visual stimulous (myself included). How it looks. That said I think that there is more graphics than how they look. I also think conversely that how they look IS important as well.

And what is wrong with a little visual stimulous? It may be purely visceral but it still helps the experience as a whole. It is sort of like when that writer spends a great deal of time describing a scene in great detail to provoke an emotional reaction.

I would like to point out that there is a difference between, poor visuals and out dated graphics. I recently played Chrono Trigger for the first time and while the graphics were certainly outdated (even for sprites) the game was still quite beautiful. This helped pull me into the game quite quickly along with the fabulous music. They helped set the mood and acted as a tool of narrative. They helped send a message.

If a game so technologically backwards as CT can still be so beautiful and can still tell such a great story though dialogue and visual based narrative then why do we need to improve graphics?

Visual Subtlety.

There is comment made by one of the Bioware developors that I particularly like. He basically said that in past games they would to almost hit the player over the head to call his/her attention to certain things. In Jade Empire, when a character was confused, said character would lean back, frown, scratch his head in the most ridiculous manner and do some kind of wierd swiveling manuever. In CT they would merely jump up and down. Wouldn't it be far better and much communicative (as opposed to distracting) if said character could show this with a collection of far more convincing and subtle gestures?

Showing is always better than telling from what I have learned and what I have observed personally. Even in literature, this is the case. Better to let the reader figure something out intuitively than tapping him on the shoulder and screaming "THAT DUDE IS ANGRY, DUDE!" The problem here is that video game technology is no where near sophisticated enough to tell that kind of visual narrative.

I mean you mentioned Shodow of the Collusus. That is the kind of game you cannot tell with just words. That is a visual storytelling if the there ever was such a thing. I do believe in narrative and I do believe that words/dialogue will always have a place in video games as narrative tools, however video games are a visual medium and as such should be able to take advantage of that fact as well. I don't think you should dismiss visual narrative because that would be dismissing a part of our interaction with the real world. The man who writes that insightful book probably saw (or heard etc) alot of it first.

Personally, I would rather see my character emote than have a line of dialogue scroll under the screen telling me "She's crying while also expressing a dash of rage" as I stare into her vacuous eyes.

There are other ways in which graphics are important like in enabling gameplay. Fight Night 3 is a good example of this allowing for hudless gameplay and in Splinter Cell it allowed for a whole new kind of play.

They also help immersion in games like Elder Scrolls. If you are the hero and this is your world, then damn it should feel believable. Trees should sway, animals should run around, the sun should rise and set etc. All these things, indirectly help the narrative. I can tell you that I would rather do that than imagine. If imagine was what I wanted to do I would go back to playing table top RPG's.

I am not sure if got all the points I wanted to get out but if I didn't, I will come back later and deal with them.
 

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Original Comment by: John Walker
http://botherer.cream.org
It's hard to know how to respond, since you appear to be making fifty-seven different arguments.

I think by acknowledging that I recognise the visual storytelling of Shadow of the Collossus, it's then rather peculiar to suggest I'm failing to recognise it. It certainly makes it hard to reply. If you read the article, I don't condemn graphics as some sort of gaming hindrance. I am saying that they are not nearly as relevant as anyone claims.

Having a picture portray an emotion does not require whizz-bang technology. It can be done with a scattering of pixels and a half a dozen unlit colours. My point remains: the emotion has to be there at all.

Anyhow, I shall be vindicated immediately when you admit you haven't played any of the 70's arcade games you list in at least five years, and vindicated shortly when you've forgotten Guitar Hero in two.

John Walker
 

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Original Comment by: Olumide Edu

Ok, I didn't mean to be so aggressive with my response and I apologize. That said, here are the important points.

Narrative is important but not as important as you claim it to be on the whole. After all, games like chess have survived for centuries without any narrative whatsoever and though I personally don't understand it, many people were excited by Tetris DS.

Graphics have not yet reached the plateau where the need to stop pursuing technology will become unnecessary. They are a visual medium and thus much of what happens needs to be done visually. We still have trouble getting character in game to behave the way we want. Other mediums like film and animation never really had this problem. Right from the get go in those we had the ability to direct characters in those and have them emote with a far greater degree of proficiency than we currently can today in video games (short of using cut scenes). They did this close to a century ago. I don't know about you, but to me that is completely unacceptable.

A scattering of pixels and a half a dozen unlit colours maybe enough for certain sprite based or cartoonish games but in a situation where you want to make an adaptation of the Godfather film that captures the power, intensity and subtlety of that film, I fail to see how that would be nearly enough. Even with current technology it isn't enough. Personally, I would rather see then do it in the generation after this current one where we have become better visual storytellers.

And technology has always been a limiting factor on the kind of stories we can tell. Shadow of the Colossus would have been impossible on the previous generation. And approximation of the game could have been achieved but it would have been largely impotent because a lot that could have been displayed visually on the PS2 would have been impossible on the PS. And speaking of Shadow of the Colossus, it seemed like you saying that that graphics were unimportant as narrative tool, which is why it surprised me when you mentioned that game.

"The question I have is whether the messenger (graphics) is ultimately all that important. To demonstrate, an anecdote:"

You then went on to compare Monkey Island and another game. You make a good point there and it is one I agree with to a point. The message has to be there in the first place (in games requiring narrative any way). That said, your example seems pretty unfair. There are many examples where the increase in graphical sophistication helped the narrative in successive games of a series become more potent. Metal Gear Solid is superior to Metal Gear and Metal Gear Solid 3 is superior to MGS still. Of course there are examples where the quality went down with the jump but for the most part the quality and sophistication of storytelling has gone up as gone up as time has gone by has gone largely because the technology has allowed the developers to do more. With these kinds of games narrative is king but wise developers realize that technology and graphics can be a big facilitator in the deliver of those stories. Proof of this is the fact that the best story tellers we have like Kojima, Valve and Bioware all recognize the importance of technology and graphics as a narrative tool.

But games as a whole are not bound by narrative. And believe it or not I have played every one of those games I mentioned in the last year (not to talk of 5). In fact, I know very few people who actively play games who haven't played old games of that particular nature (those games included) in the last five years. I don't enjoy them nearly as much as some, but I am a person who especially loves story based games (hence 90% of the games I am looking forward to, are like that and most are ambitious in that regard). That said there are game I have been playing for several years that lack narrative or are narrative-light like Chu-Chu rocket, Rallisport Challenge, numerous fighting games, etc etc. And you maybe right about Guitar Hero, but I have a feeling that that game will last me for a long while.

That is one thing I like about games. They are flexible. The only true solid rule about them is that they have to be played (and playable). How they are played and what other stuff is incorporated is all down to preference, IMO.

And just to add one more thing about graphics, the jump in visual quality from Morrowind to Oblivion makes it more convincing and enjoyable as a whole. It aids in my suspension of disbelief and that, as far as I am concerned, is as important as anything.
 

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Original Comment by: Ghosty
http://britannia.blogspot.com/
This is something I have heard many, many times over, being a die-hard Ultima Online fan. 'This game would be really great if the graphics were better' seems to haunt me in my sleep. Especially when I feel the graphics for that game are, overall, exactly right for that game.

Yes, yes, the play's the thing. But the graphics quality lends a hand to the imagination when it comes time to become immersed in a good game. It's like driving a car with a suped-up engine and a junky body. Sure, it'll beat the competition, but who wants to look at it for very long?

A poor analogy in UO's case, as the graphics aren't 'bad', they're just not cutting edge. The newer players look and go 'ugh' because they've been playing Halo earlier the day. God, looking at me after spending the day with, say, Jude Law would make anyone lose their appetite, too. UO isn't ugly, it just doesn't look as good as the younger models. Players have a conception that looks are related to playability somehow, perhaps because of the aid good graphics lend towards player immersion into a fantasy setting.
 

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Original Comment by: Louis Wu
http://www.highertier.co.uk
Whilst the article was an interesting read, it seems you are either, not making a point, or making an irrelevant one.

No one denies games in the past have worse graphics than games today, and are yet still enjoyable. And no one denies that graphics is the be all and end all of computer games. But, here's a quick example for you. In 10 years time, I could make the exact same argument, but instead of using examples like Monkey Island, and other such 2d games, I could use Half-Life 2 as an example. As compared to games in 10 years, it's going to have bad graphics.

If you want to argue the point about graphics vs. gameplay then you have to use examples from the same era, it is nonsensical to look to the past.