This was a topic posted on GTAforums a while ago. Here's the link to the topic if you want to read it whole. http://www.gtaforums.com/index.php?showtopic=454699
Here's the part I want to discuss.
Well, I'll tell you which realism type I don't like. Realism of situation. I don't play the sims anymore because it simulates average joe life, and I just can't get into playing an average joe because I am one. I don't like having to pee and eat and sleep and all that other stuff. I'm pretty sure I won't enjoy filing taxes. I am definitely not going to get one of those cubicle office jobs. So why the hell would I want those in a game? Well, I don't, but other people seem to enjoy that stuff. And I'm fine with that.
Until, that is, when they start trying to push realism on to the games that are generally unrealistic. IV may have been gray and brown with realistic physics and down to earth activities, but even then the story was nuts and you could evade the police by driving around a corner. This is where those realism pushers come in. They have asked for things such as traffic laws, a fuel system, having to pay rent, and having to go to jail every time you get busted. I think those would ruin the flow a bit.
And yet people still complain about the lack of realism in Saints Row games for example. 2 and 3 were never marketed as realistic, and yet people still complain. Why is this? Nobody needs every game to be a life simulator, do they? Well, I'm not really sure. That's why I'm asking this here.
How realistic should games get in terms of these realism categories?
Here's the part I want to discuss.
It's a really interesting discussion isn't it? Because there are people who like things like the sims, or 3d driving instructor, or city bus simulator. Then there are guys who like saints row, final fantasy, and all sorts of other nutty games. Should games be one or the other?First of all, I don't think it is fair to throw around "realism" as a blanket term. Because if you try to define an overall "realism" you end up with a paradox. Playing games is a form of escapism. How are you meant to escape reality playing something that's trying to be as realistic as possible? Clearly there is something wrong with that. So there are different aspects of the game that may or may not be realistic. I'm going to define four that I consider to be primary. Each one may be split further, and there could be some overlap, but this should give us a sufficiently clear basis to discuss the rest.
1) Realism of Presentation.
2) Realism of Setting.
3) Realism of Situation.
4) Realism of Behavior.
Let me clarify each of these separately.
First is the Realism of Presentation. This is primarily visuals and audio. The level of realism ranges from Pong to Crysis. Sometimes the lack of realism is technologically limited, and sometimes it is artistic. A cell-shaded game is inherently unrealistic in its presentation, and intentionally so. Presentation mostly impacts gameplay because it forces a certain perspective. A side scroller will play differently from an isometric game. And isometric game will play differently from first person shooter. But beyond that, with rare exceptions, impact is limited.
Realism of Setting is how closely the setting of the game relates to the world around us. An ordinary city in the modern day, with people rushing to work, and cars stuck in traffic is about as realistic as this gets. While a game about interdimensional shape-shifting time-traveling wizards would be pretty far out. Though, the only limitation on how unrealistic the setting can get is imagination of the writers. So perhaps, it would be better to score the un-realism of the setting. The impact on gameplay is very limited. Pretty much any setting one could come up with can have a game with pretty much any gameplay.
Realism of Situation is tied to the story. In any good story, things happen that don't just happen every day. But they could. Ever notice how the main character in every detective story just randomly stumbles across another murder victim every other week? The setting of these stories may be entirely believable. Every single event makes sense. But it's just not possible for all these things to keep happening to the same person. On the other hand, a story set around World War II does not need to invent incredible chain of events to provide a supply of people trying to kill each other. Situation and setting will always play off each other whether or not each one is real.
Realism of Behavior is probably one of the most complex ones. This ranges from AI of the NPCs, to the health system, if there is one, to the item behavior, to physics, etc, etc. This is really the one where you stop and think what the gameplay of the game is all about. It's also the one that may be limited by just about anything. You can have hardware limiting physics and AI, development time limiting what could be coded in before the release, and mental capacity of players and sometimes even that of developers preventing the full use of the system. On the other hand, it's the one that is least tied into all the other ones. There is going to be some connection between presentation and physics, but even in a 2D side scroller you can have realistic physics. There are many flash games out there that demonstrate that. Behavior can be realistic or unrealistic in games set in modern world or in land of fantasy. They can be applied to everyday situations, or something that presents an absolute statistical impossibility. And it can all be presented to you in stereoscopic 3D with surround sound or on a monochrome display with bleeps for sound effects.
A lot of this is fairly non-specific, and is really just a matter of artistic choice, but there are a few things that apply to the game as a game.
Again, there can be a lot of discussion on what makes a game a good game, but I would still split it up into 3 main components. Presentation, story, and gameplay, not necessarily in that order. Note that none of these translate directly into one of the above. Presentation of the game would include behavior of the objects in the game, for example. Story and presentation, however, don't apply just to games. So I'm not going to spend a lot of time talking about these and focus on gameplay element instead.
As I also pointed out earlier, there has to be an element of escapism in the game. You cannot have a game without an escape element. I mean, one could probably come up with something, but there must be a reason for why someone would play a game. It must be something a person can't just go and do in real life for reasons of cost, safety, or even plain impossibility. So there has to be something to distinguish a game from reality. Something where the game is not quite real. But whether it's realism of Presentation, Setting, Situation, or Behavior that's sacrificed is left open. It could be all four, of course, but it absolutely has to be at least one of these.
So all in all, whenever you are designing a game, there must be an element of the game that is not realistic, and in deciding how much of the rest should be realistic, gameplay has to be taken into account. Because if you disregard the gameplay, it's not a game. It's some other form of digital art. And if you make everything perfectly realistic, there is no reason to actually play it.
Well, I'll tell you which realism type I don't like. Realism of situation. I don't play the sims anymore because it simulates average joe life, and I just can't get into playing an average joe because I am one. I don't like having to pee and eat and sleep and all that other stuff. I'm pretty sure I won't enjoy filing taxes. I am definitely not going to get one of those cubicle office jobs. So why the hell would I want those in a game? Well, I don't, but other people seem to enjoy that stuff. And I'm fine with that.
Until, that is, when they start trying to push realism on to the games that are generally unrealistic. IV may have been gray and brown with realistic physics and down to earth activities, but even then the story was nuts and you could evade the police by driving around a corner. This is where those realism pushers come in. They have asked for things such as traffic laws, a fuel system, having to pay rent, and having to go to jail every time you get busted. I think those would ruin the flow a bit.
And yet people still complain about the lack of realism in Saints Row games for example. 2 and 3 were never marketed as realistic, and yet people still complain. Why is this? Nobody needs every game to be a life simulator, do they? Well, I'm not really sure. That's why I'm asking this here.
How realistic should games get in terms of these realism categories?