Is Photorealism a bad aproach?
#1 Members - Reputation: 294
Posted 21 July 2011 - 12:18 PM
That this image:
http://www.niubie.com/up/2008/01/imp.gif
Is far more memorable than this one:
http://i308.photobucket.com/albums/kk353/kratos-niko/Doom3_imp.jpg
Are we as an industry making a terrible mistake putting so much emphasis in Photorealistic graphics?
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#3 Members - Reputation: 1308
Posted 21 July 2011 - 12:55 PM
Try to come up with a game with pixel billboard instead of normalmapped enemies and we'll see how many people will remember your game.
#4 Members - Reputation: 294
Posted 21 July 2011 - 12:56 PM
Even when the aesthetic composition is well crafted, like on Doom 3, Infamous, Call of Duty, I get the impression that photorealism makes things just as easy to forget as it makes them easy to accept, so is that a good thing? shouldn't we aim in the other way?
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#5 Members - Reputation: 294
Posted 21 July 2011 - 12:59 PM
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#6 Members - Reputation: 302
Posted 21 July 2011 - 02:05 PM
For gaming, I feel it completely depends on the game. If I had to play a photo realistic Kingdom Hearts I don't think I'd throw it away. I recently picked up "Revenge of the Titans" which has very simple cartoon y graphics, but it's great for a tower defense game. Then again I wouldn't mind playing a photo realistic version, I think it would get over complicated, and not feel right. imagine playing any COD game as cartoon characters but the same story. Would you believe it more... or would you play it off as a comedy?
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#7 Members - Reputation: 294
Posted 21 July 2011 - 02:26 PM
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#8 Members - Reputation: 423
Posted 21 July 2011 - 04:44 PM
you simply dont get it. at the time doom was in the making they couldnt do anything more photorealistic of that.. it is not that they had a choice between the two and they decided: "oh, lets go for the big pixel guy because it will be more memorable"
That was simply as photorealistic as possible at the time... nothing has really changed, only hardware.
Try to come up with a game with pixel billboard instead of normalmapped enemies and we'll see how many people will remember your game.
It's not just the limitations of technology.
The characters of Team Fortress 2 are far more recognizable than anyone in Modern Combat.
#10 Members - Reputation: 305
Posted 21 July 2011 - 07:14 PM
That image is memorable to you because it has a place in your history. There's nothing more special about it than that.
Whether putting an emphasis on photorealism is a mistake, that would depend on your goals. Photorealism sells, so to a business it might not be a mistake. Other people look to create more novel types of art, so that works for them, and sometimes it ends up selling like hotcakes too. It's cool that anyone can do whatever he wants to do.
#11 Moderators - Reputation: 2833
Posted 22 July 2011 - 09:47 AM
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#12 Crossbones+ - Reputation: 1535
Posted 23 July 2011 - 09:28 PM
I like photorealistic games as long as they don't lag, but I agree with the others. It mostly depends on the style of the game. I wouldn't want to play Zelda Windwaker with my enemies' heads falling away and blood spurting out...it just wouldn't match the playstyle.
I'd be more afraid in a situation where I saw a ghoul pop out of a wall in Fallout 3 than in Minecraft, however. In my opinion, it simply depends on the game design and playstyle, and how serious it's taking its story and characters and such. Like I said before, some things just don't feel right in certain situations, like a cartoony Doom 3 (or whatever the latest is, I've only played the super-pixellated one for DOS) would just not feel right on the eyes, would it? Especially since they were probably aiming for a bit of fear.
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#13 Moderators - Reputation: 2833
Posted 24 July 2011 - 03:47 PM
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#14 Members - Reputation: 135
Posted 26 July 2011 - 04:41 PM
There is definitely a push in western gaming to make things "more realistic" and in eastern gaming it's not as huge as a deal.
If you're making a horror game, the trend is go towards more realism. If it's something more tongue-in-cheek, you could go more cartoon-y.
Whichever style you go for, I believe games need to follow their own internal logic and consistency of style. Graphics alone don't always need to carry a theme--you could potentially have cartoonish graphics but still convey an adult game or horror plot by the actions of the actors and how seriously the plot is and is dealt with (though the tone of the art may wash some of the impact of the story if the art and tone/plot class too much; which may not be a bad thing). Eg: a plot where everybody dies with much realistic blood and gore may leave the player feeling grossed out or freaked out vs. cartoonish violence may actually make the player laugh out loud.
I think it's impossible to say "photorealism good, cartoons bad". It ALL depends on what kind of impact you want the medium to have. That will always be subjective too so not everyone will agree.
#15 Members - Reputation: 102
Posted 04 August 2011 - 03:04 PM
Personally, I am tired of realistic-looking games because the palette tends to be very bland.
IMHO realism is very limiting. I'd like to see the industry produce some style that goes beyond MW2 or WoW.
#16 Members - Reputation: 454
Posted 04 August 2011 - 03:16 PM
IMHO realism is very limiting. I'd like to see the industry produce some style that goes beyond MW2 or WoW.
I don't get it. WoW isn't exactly realistic looking, is it? MW2 and WoW are apples and oranges, too. But I do agree, I'd like more stylized games rather than realistic ones.
#17 Members - Reputation: 102
Posted 04 August 2011 - 04:12 PM
IMHO realism is very limiting. I'd like to see the industry produce some style that goes beyond MW2 or WoW.
I don't get it. WoW isn't exactly realistic looking, is it? MW2 and WoW are apples and oranges, too. But I do agree, I'd like more stylized games rather than realistic ones.
Nothing to get, I was a hair off-topic ;) Apologies to the OP.
I am just tired of reviewing art candidates online portfolios that are largely WoW -inspired. My inevitable response is "O.K., so what is your style?" to which I get the "uhhhhhhh...."






