This is ruining everything... apparently. |
This pissed a whole bunch of people off, but is he wrong? Hit the jump for more on that.
Hartmann is far from the only person who has held this opinion. But in modern days, a lot of people have been rejecting realism in favor of retro-looking indie games (a broken moniker if ever there was one) that harken back to the 16-bit era. I have certainly played more than my fair share of Minecraft and Braid.
Notch (cool guy and creator of Minecraft) tweeted this in response to Hartmann:
“No, Christoph, you LIMIT the number of new genres if you focus on photorealism”source
and this: “I had way more emotions playing Proteus than I ever did playing any 2k game.” source
I’m not really sure why Notch is lashing out at the whole of 2k Games like this, but he's certainly not alone. This seems strange to me since 2k has been responsible for many great games including Bioshock and Civilizations IV and V. Many people have had incredible and meaningful experiences with those games. My friends and I particularly enjoyed playing Borderlands (even though the ending sucked). Surely they can’t be doing that much wrong.
I feel like a lot of serious gamers like Notch, who are very interested in exploring what videogames can do, share a knee-jerk reaction against the idea that realism is important in videogaming. They prefer artistry over normal mapping and dynamic tessellation (as do I), but why do you have to assume that they are opposite forces? Why does focusing on photorealism necessarily limit the number of new genres? And what does “photorealism” actually mean as Hartmann used it? I think we can determine this by looking at what 2k games is currently working and how those games are pursuing “realism”.
Bioshock: Infinite
Alyx Vance: highly relatable character |
This pursuit of realism requires technological pushes in many different areas. Some technicians needed to invent morph targets and bone deformation to create the expressions on her face and body. Some technicians needed to come up with how to calculate lighting and shadows in realtime to make the awe-inspiring vistas that make adventure games worthwhile. Those technicians were pursuing realism, and the work that they did has helped many people to create emotionally resonant games.
Games like Flower, Assassin’s Creed II, Okami, Silent Hill 2, Skyrim, Metal Gear Solid 3, Red Dead Redemption, Uncharted 2, Mass Effect, Grand Theft Auto IV, Windwaker, and Shadow of the Colossus all use techniques originally invented to create more realistic games. Even if you don’t like any particular game here (which is insane, they are all amazing), you cannot ignore the positive effect they have had on the industry.
The Source Engine showing off HDR lighting (2005) |
Now, please don't misunderstand. I do not think that all games should be photorealistic. I don’t even think most games should attempt to be photorealistic. In the same way that all artists should study realism in order to do decent stylized work, I believe game engines should be capable of depicting realism. I feel that it is in the best interest of the game makers for us to have powerful tools like Unreal, Unity, or the Cryengine and then pick and choose techniques that support a particular art direction (as with Journey or Borderlands). Doing this will make games more unique and keep development costs down, which benefits makers and players alike.
But also, just because you don’t want full realism in every game, don’t make the mistake of assuming that the pursuit of realism is not important. As with the car replacing the horse and carriage, you don’t know what you’re missing until you see it! Just think back to the number of new kinds of games we got when realtime 3d rendering was invented. Don’t we want that to happen again? The target of true photorealism is so far in the distance and so broad and all encompassing, that we can pursue it for decades only to keep discovering how much farther it is than we assumed. And every step we take on the way is a boon to the game makers and to the art form we all love.
Don't forget Quantic Dreams's "Kara" demo from E3 2012. |
Oh, and why people are linking this to the movie argument of practical effects vs cgi is unfathomable to me. There is no such thing as practical effects in a videogame; that’s what makes it a videogame.
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