j-e-f-f-e-r-s said:
MysticSlayer said:
Well, gameplay will always be above graphics in terms of importance. After all, this is a game, and we are likely playing it to have fun, not appreciate artwork.
With that said, graphics still have their place. They, along with other things, can drastically aid the atmosphere. Better graphics have helped us give more complexity to the level/map design of FPS games without having to worry about overly-obscuring the targets.
Erm... really?
If anything, level design has massively dumbed down in all the major shooter franchises of today. Even long-runners like the Deus Ex series suffers from this. And most shooters now really are just glorified corridors funnelling your from one enemy spawn point to the next.
I was thinking along the lines of, say, a sniper in Battlefield. They are capable of hiding decently without their pixelated selves standing out too much against the bush, but they also aren't so similar to the bush that the enemy can't spot them. If you played some of the older Battlefield games, playing a stealth sniper was actually decently challenging in just finding a spot, as it was too easy to see snipers in most locations, which limited them to finding obscure areas (made not so obscure as time continued) or staying far enough away that other players simply could not spot them. As decent hiding spots became more apparent in later games (i.e. vegetation increased) the sniper's role was made a little more versatile, even without the ridiculous gadget inclusions of the later games. There are a few other ways that certain strategies can change with better graphics, but that's the one that sticks out the most in my mind.
It is minimal and we have likely passed the point where any graphical updates can aid us (except maybe in getting smoke and lighting physics down better), but it is one I noticed during the transition from Battlefield 2 to Battlefield 3. Admittedly, I had a bad choice of words to convey that.
Better animations certainly help make it easier to read enemy movements in hack-n-slash games
Animation can exist separate from graphics. FFIX has better monster animation than the vast majority of RPGs out there now, and that's a PS1 game. The Monster Hunter games are renowned for their monster animation, and those are games that constantly re-use PS2 assets.
As for hack-and-slash games, that bar was already set with Devil May Cry 3 and Ninja Gaiden Black. If anything, the most recent entries in those franchises have
suffered for trying to push visuals over gameplay (DmC's 30fps, Ninja Gaiden 3's... everything). Bayonetta is the only game this gen which I would say really steps things up over DMC3 and NGB, and even then the animation there isn't noticeably better than either previous-gen game. In terms of mechanics, it's essentially a souped-up Devil May Cry, which is by no means a bad thing, but doesn't exactly make the case for the requirement of better technology or graphics.
I guess I should have separated aesthetics and animation.
Again, as I stated at the end of my post, there comes a point where graphical updates no longer have a bearing on gameplay, and, in most cases, we have certainly passed up that point.
not to mention they also help us understand our own movements better. Fighting games could also benefit from this, provided the style of fighting and timing you wish to encourage.
The vast majority of modern fighting games (Mortal Kombat, Injustice, etc) have absolutely crap animation compared to the godliness that is the animation from Street Fighter II and III. I'm not even kidding, entire essays have been written about how good the animation is in those games, as well as other 2D classics like Darkstalkers. Those games were animated with an eye for detail and an awareness of the principles of animation. The rise of 3D, and the ability to quickly mo-cap moves, has led to an abundance of clumsy, poorly strung together animations which simply don't look as good in motion.
See the last point on animation.
With that said, there is certainly a need for better technology. After all, AI has a long way to go in terms of helping to enhance gameplay.
Game AI is inherently difficult, and doesn't magically get better thanks to higher-clocked CPUs. AI is a matter of scripting, and how complex AI is depends on how detailed a script the developers wish to program for their game. You're not going to see enemies magically start using advanced tactics because Sony decided to chuck a 3GHz CPU in their system instead of a 2GHz one. Conversely, games like Killzone 2 were already praised this gen for how advanced their enemy AI was, because of how much effort Guerilla put into programming a detailed script for them.
Most developers simply do not have the resources or time to program the super elaborate AI script that gamers fantasize about. Not when they're still going to be working on two-year schedules or less next generation.
I understand that better technology doesn't automatically transfer into better AI, nor that there hasn't been some incredible feats of AI programming in the past that seem to have been lost as we continued to advance technologically (I'm still pissed that the F.E.A.R. franchises' AI got so bad after the first game had such an incredible one).
Also, better AI technology doesn't automatically mean I'm talking about better console hardware, just like we didn't need to keep updating our current-gen consoles over the last 5-10 years regardless of the graphical updates.