nytimes.com

elucubra, do games w Video Games Can’t Afford to Look This Good

Gifted my kids, both of them already young adults, one of those retro gaming sticks. An absolute bang/for/buck wonder, full of retro emulators and ROMs. Christmas Day, at grandmas was a retro fest, with even grandma playing. Pac man, frogger, space invaders, galaga, donkey Kong, early console games…. Retro gaming has amazing games, where gameplay and concepts had to make do with the limited resources.

My son has a Steam deck, but he had a blast with the rest.

WereCat, do games w Video Games Can’t Afford to Look This Good

Sound design > Graphics

bmdhacks,

If you like sound design, the sound design in Don’t Starve is by far the best ive ever heard. It is the game that convinced me of your point.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

The worst thing is that some brilliant sound design is held back by some folks who will buy a top of the line video card but some cheap shitty headphones.

HEXN3T, (edited )
@HEXN3T@lemmy.blahaj.zone avatar

Cheap shitty headphones, when the Koss KSC75 exist for $20 and sound better than anything I had bought before. I have better headphones now, but $20 is $20, and I still like how small they are. Despite having HD600s and HE1000s, they’re still my go-to for the average use case.

EDIT: Here’s a list of headphones worse than $20 funny disc with ear clip:

All Bluetooth headphones (and your $500 AirPods Max)

All gaming headsets

All in-store headphones that aren’t that one set of Audio-Technicas

In other words, 100% of what the average consumer buys. Get them in on this simple trick.

WereCat,

In my experience it’s both cheap shitty headset and expensive shitty headset. The arguments is always wireless + mic so people go and spend ridiculous money on something that can be done better with a cheap good headphones like the Koss + dedicated mic that may not be as convenient to use but will sound much better.

Still, good sound design may be enjoyed on a shitty headset, it’s just that good audio can add more to gameplay than just graphics. Like for example walking in the main HUB area in Starfield is like soul numbingly hilarious… it does not feel alive at all even when you see NPCs walking around all the time.

ipkpjersi, do games w Video Games Can’t Afford to Look This Good

I mean, look at Nintendo. Obviously aggressive legal tactics aside, they make some damn fun games because they know that gameplay matters more than graphics.

newthrowaway20,

Oh don’t dismiss that they’re also graphics and programming wizards. They don’t work with the cutting edge, but they run circles around anyone on the lower end, making games look and run better on potato hardware is no easy feat.

I’d argue the optimization required to make something like that happen is significantly more skillful than all of the crap AAA stuff that takes 250gb and requires shader compilations every boot.

DNU,

What a group of Wizards. Xenoblade games are great jrpgs but i just cant get over how bad they look at times and performance is often times horrendous. This is only good as long as you don’t care.

Krudler,

I blame Toyota for how poorly my Chevy ran.

BombOmOm,
@BombOmOm@lemmy.world avatar

Xenoblade

The Xenoblade series is made by a developer that is owned by Nintendo. If Nintendo doesn’t want people to rag on their products, they should make them better.

Krudler,

Your ability to connect disconnected concepts is legendary. Good luck with your life lol

BombOmOm,
@BombOmOm@lemmy.world avatar

Does Microsoft make Halo? Halo’s developer is owned by Microsoft, just as Xenoblade’s developer is owned by Nintendo.

pjwestin,
@pjwestin@lemmy.world avatar

They call this design philosophy, “Lateral Thinking with Withered Technology.” Basically, “using old tech we understand very well in new and innovative ways.” For example, they were slower to get their 16-bit console to market, but while working on it, they used their expertise in 8-bit consoles to release the first cartridge-based handheld system.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Visuals are very important in games, but Nintendo pursues clear and readable designs. Their games are easy to look at, and they age more gracefully than games pursuing realism.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

The few times they’ve pursued more gritty realism (Twilight Princess, for example) are all the times that haven’t aged as well.

Twilight Princess came out after Wind Waker, but Wind Waker obviously aged far better.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

This is a good example. The cartoony graphics work well for Nintendo because it fits their hardware better as well.

For my personal example I can still play Starfox64 easily, but Goldeneye (one of my favorite childhood games) literally gives me a headache to look at. Goldeneye was going for a more realistic look on the engine of the time and aged terribly. Starfox is all big bright cartoon designs.

Adulated_Aspersion,

I have spent years trying to find a Super Mario World or Super Mario Galaxy feel to games. I am not looking for photo realistic. I am looking for a game.

SynopsisTantilize,

Spyro remasters?

afansfw,

Breath of the wild is a technical masterpiece though. The way that they’ve managed to do lights, shadows, LODs, distant effects. And they’ve managed to add even more to ToTK, plus physics based audio, plus physics objects interacting better than any modern AAA game on “big” consoles. They squeezed every last bit of performance that switch could provide to make these games look as good as humanly possible.

They work with what they have in terms of hardware, and care a lot about gameplay, but they also do invest heavily into graphics and other technical aspects of their games.

Old_Yharnam,

Constant framerate drops is not what I would call squeezing every last drop of performance humanly possible

FlyingSquid, do games w Video Games Can’t Afford to Look This Good
@FlyingSquid@lemmy.world avatar

I have a computer from 2017. It’s also a Mac. I can’t play recent games and I think I’ve just gotten more and more turned off by the whole emphasis on better graphics and the need to spend ridiculous amounts of money on either a console or a really good graphics card for a PC has just turned me off of mainstream gaming completely.

Mostly I just go play games I played when I was a kid these days. 1980s graphics and yet I have yet to get tired of many of them…

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

I can think of many older games in dire need of facelifts, but the thing is they don’t need a facelift into photo-realistic territory. Just enough to bring the vision out from developers reaching just a little further than their old tech could support. I’m thinking of a lot of early 3D games. Many of the older sprite based games still hold up great.

The AAA gaming industry has gone off the rails trying to wow us with graphics and the novelty has long worn off.

RagingRobot,

I would argue they don’t even need to be updated. They were fun already in their time. I wish people would just come up with totally new ideas. I don’t need the same characters in every game I play. Same with movies now too Everything is a remake or a sequel.

I love to play indie games though.

Semi_Hemi_Demigod,
@Semi_Hemi_Demigod@lemmy.world avatar

I’ve got an old Mac and use a cloud gaming PC to play games. It’s like $50 a month and works great when you’re near the data center.

Plus my laptop doesn’t get really hot while playing games and the battery lasts a lot longer. All while getting 4k 60fps gaming with ray tracing.

FlyingSquid,
@FlyingSquid@lemmy.world avatar

I could not justify spending $50 a month on something like that and then buy games on top of it, but I am glad there are solutions.

PanArab, do games w Video Games Can’t Afford to Look This Good
@PanArab@lemm.ee avatar

I had a lot of fun playing Romancing Saga 2 and Ara Fell recently. Sometimes games can be more immersive by not having high fidelity graphics.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

I’ve seen a lot of cool indie games pop up out of heavily modified classic idTech engines like the DOOM and Quake engines. They’re definitely not high fidelity, but a lot of them scratch an itch that slower paced modern games can’t seem to scratch.

Infynis, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@Infynis@midwest.social avatar

Turns out you have to make a good game too. Who would have guessed?

whysofurious,
@whysofurious@sopuli.xyz avatar

Amen

DdCno1,

Good games don’t automatically sell, on the contrary. Your average Ubisoft open world slop is “good”, but that’s not enough. Even very good, exceptional games don’t automatically sell. Game development is inherently risky. Large publishers tried to game the system by making “safe” bets, by offering spectacle in combination with tried and true mechanics and narratives. This worked for a long time, but due to changing market conditions, the core audience for these types of games getting tired of them and younger gamers not caring about the presentation, these publishers are spending more on a shrinking segment of the market.

The problem is that they maneuvered themselves into a corner. They have built huge, art-heavy studios in expensive cities to make large games that bring in large sums of money that finance this costly development. You can’t easily downsize this kind of operation, you can’t easily change your modus operandi after having built entire companies around it. I’m convinced that this will result in the death of most large publishers and developers. Ubisoft is only the start.

Why should EA, Microsoft or Sony fare any differently? Each can only hope that enough of their major competitors die so that they don’t have to fight around the same segment of the market anymore. They are all fundamentally unable to meaningfully capture the P2W and Gacha markets (same thing, really), especially in Asia, a segment where companies that were built to serve these types of games are truly at home. Those will slowly take over, until they too are too large and bloated to respond to changing market conditions - or until some event outside of their control, like a major conflict and/or economic crisis, wipes them off the map, paving the way for someone else entirely to lead the industry. The only thing that will remain constant is millions of small Indies fighting for scraps, with a tiny handful having the right combination of luck and skill (although mostly the former) to make a decent living.

BearOfaTime,

“too”

thingsiplay, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?

Realistic does not equal to good looking. In example Zelda Breath of the Wild looks good, but its hardly realistic. And if all games are very realistic, then it gets a little bit boring, as all games start to look the same. The AAA gaming industry is too much focused on lip sync, realistic faces, grass and puddles. I don’t feel like getting lost in a game, but more like watching a movie. It’s so boring to me (I’m looking at you Red Dead Redemption 2).

FeelzGoodMan420,

Rdr2 was a fanatic game though…

Mondez,

I think the point is that it would have still been a fantastic game if it hadn’t sunk a load of money into looking like a movie.

FeelzGoodMan420,

I disagree. The art design and realism was one of the reasons why it was so good. It’s still one of the best looking games of all time. It also proves that you can make a good looking game that also is fun and fulfilling. It’s honestly a success story all around.

socsa,
@socsa@piefed.social avatar

In fact, the "cinematic" shit was the worst part of it IMO. There were gameplay segments where it got very tedious.

jarfil,

Ok, but… shrinking horse balls. That’s realism!

Default_Defect,
@Default_Defect@midwest.social avatar

I had the good fortune to have a medical emergency that allowed me to be on sick leave long enough to play through it at a leisurely pace.

Worth it.

JohnnyCanuck,
@JohnnyCanuck@lemmy.ca avatar

I’ve always disliked how washed out BotW looks. It’s like they could only process limited colours so they reduced the contrast and everything is light grey with a hint of colour.

DdCno1,

It’s actually a deliberate stylistic choice. The colors are washed out with a post-processing filter. Textures are actually much more colorful. You can fix this in an emulator, but the problem is that it’s difficult to find a color preset that works in all lighting conditions. BotW has a consistent, almost painterly art style, even if it’s relatively muted.

Azzu,

Yep, did this, looked great and I loved it. Botw modded was a great experience. Just skipping all those unskippable cutscenes was worth it already. (Teleport animations, sign repair dialogue, etc etc)

Gaywallet, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@Gaywallet@beehaw.org avatar

The Michael Bay method of video game production - overproduced with no substance

setsneedtofeed, do games w Video Games Can’t Afford to Look This Good
@setsneedtofeed@lemmy.world avatar

A lot of comments in this thread are really talking about visual design rather than graphics, strictly speaking, although the two are related.

Visual design is what gives a game a visual identity. The level of graphical fidelity and realism that’s achievable plays into what the design may be, although it’s not a direct correlation.

I do think there is a trend for higher and high visual fidelity to result in games with more bland visual design. That’s probably because realism comes with artistic restrictions, and development time is going to be sucked away from doing creative art to supporting realism.

My subjective opinion is that for first person games, we long ago hit the point of diminishing returns with something like the Source engine. Sure there was plenty to improve on from there (even games on Source like HL2 have gotten updates so they don’t look like they did back in the day), but the engine was realistic enough. Faces moved like faces and communicated emotion. Objects looked like objects.

Things should have and have improved since then, but really graphical improvements should have been the sideshow to gameplay and good visual design.

I don’t need a game where I can see the individual follicles on a character’s face. I don’t need subsurface light diffusion on skin. I won’t notice any of that in the heat of gameplay, but only in cutscenes. With such high fidelity game developers are more and more forcing me to watch cutscenes or “play” sections that may as well be cutscenes.

I don’t want all that. I want good visual design. I want creatively made worlds in games. I want interesting looking characters. I want gameplay where I can read at a glance what is happening. None of that requires high fidelity.

kbal, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@kbal@fedia.io avatar

I spoke against the need for realistic graphics last time the topic came up, and I'll say a word in favour of it now: It's pretty awesome having realistic lighting and shadows when you're admiring the scenery in Skyrim. My 6600 can barely keep up, but the work it's doing there is fully aesthetically worthwhile. The same can't be said for every GPU-hungry game that comes out, and it may not have the central importance that it used to, but nice graphics are still nice to have. I say that as someone who appreciates NetHack at least as much as any new AAA game.

circuitfarmer, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@circuitfarmer@lemmy.sdf.org avatar

I think the issue is a bit more nuanced. Graphics have gotten so good that it is relatively easy to get character animations which sit in the uncanny valley.

The uncanny valley is bad. You can have beautiful, photorealistic graphics everywhere, but if your characters are in the uncanny valley, the overall aesthetic is more similar to a game which didn’t have the photorealism at all.

In the past, the goalpost was at a different spot, so putting all the resources towards realism still wouldn’t get you into the valley, and everyone just thought it looked great.

JohnnyCanuck, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@JohnnyCanuck@lemmy.ca avatar

To be fair, I don’t think all of the blame can be laid on execs. Game directors and Art directors are often the source of the issue.

I’ve seen execs come to a studio and say: “Make something AAA, a single player game with unique gameplay and a great 10 hour story, and get it done in a couple of years. Don’t worry about the bottom line, we want a showcase experience.”

Then the directors come back with: “Okay, showcase you say? How about a AAAA 20v20 open world multiplayer shooter (nobody is doing that!), SaaS (to keep’em coming back), with ultra realistic graphics (it’ll be epically fun that way), a $100million budget (we’ll outsource to save money), MTX so we can make tons of money (we get profit sharing right?), and we do it in 3 years (for work-life balance)?”

Devs are just sitting there shaking their heads and thinking… “Here we go again…”

SaltySalamander,

How about a AAAA 20v20 open world multiplayer shooter (nobody is doing that!), SaaS (to keep'em coming back), with ultra realistic graphics (it'll be epically fun that way), a $100million budget (we'll outsource to save money), MTX so we can make tons of money (we get profit sharing right?), and we do it in 3 years (for work-life balance)

I 100% believe most of these unrealistic expectations come from the execs. Decisions like these aren't made by art directors. They come from on high. Art directors and game directors aren't the ones making the monied decisions.

JohnnyCanuck,
@JohnnyCanuck@lemmy.ca avatar

I’ve seen it first hand. Repeated statements by the corp execs asking for one thing, studio directors trying to push something else.

I mean, I’ve also seen execs ask for ridiculous shit as well, I’m just saying sometimes it really does come from the studios themselves.

Zacryon, (edited ) do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@Zacryon@feddit.org avatar

Just saw a video today about how on steam roughly half of the best rated games are indie titles. Needless to say that the 2D graphics are not photorealistic.

Maybe, instead throwing money on graphics alone, focus on making fun games?

Video: youtu.be/qiNv3qv-YbU?si=4W75-Z7xPSAxDkkO

Elkenders,

I like that we can get both indie and AAA and that indie developers can successfully create a whole of the former without big business. Not many places any more where a single person can offer a quality product that sits next to a business’ with hundreds of millions of investment.

CrowAirbrush, do games w Video Games Can’t Afford to Look This Good

Then don’t, i doubt people get sad when they realize they don’t have to buy another overpriced gpu to run the game they anticipated the most.

Lanthanae, do gaming w Video Games Can’t Afford to Look This Good: The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
@Lanthanae@lemmy.blahaj.zone avatar

Many people (including me) consider the best game of 2024 to be Balatro.

Balatro. A game made by one guy who legitimately didn’t even think anyone other than his friends and family would buy it.

AAA studios do not understand what people enjoy at all.

DdCno1,

Balatro is 1) a fluke, an exception, a rarity and 2) not something big studios could even possibly replicate. What would be the point of a big studio trying to make a game that one developer can pull off? The closest the likes of Ubisoft in particular are getting to games like Baltro are their Indie-esque side projects that parts of their bigger studios engage in on the side, like Valiant Hearts. Those can never be enough to finance a big operation though.

Lanthanae,
@Lanthanae@lemmy.blahaj.zone avatar

You’re missing my point and arguing against a strawman here. All I’m arguing is that the things AAA studios focus on (like hyper-realism) are not the things that make a game fun, and AAA studios sound be putting fun as the focus.

DdCno1,

I’m not arguing against a strawman, but against someone who might want to look into this topic a bit more closely. Balatro sold two million copies less than Star Wars Outlaws. People obviously want flashy spectacle more than tight mechanics - it’s just that even those higher sales figures weren’t enough to compensate for the bloated development budgets. That’s the real lesson. The old method of spending more and more money to make more and more money isn’t quite working anymore - not that people don’t want pretty graphics anymore (because they still do want those more than basic Indie art).

Lanthanae,
@Lanthanae@lemmy.blahaj.zone avatar

Yeah you’re still not even contradicting what I’m saying, you just think you are. You’re arguing against positions I don’t hold lmao.

Ulrich,
@Ulrich@feddit.org avatar

Balatro is…not something big studios could even possibly replicate

…and why not?

What would be the point of a big studio trying to make a game that one developer can pull off?

…money?

DdCno1,

…and why not?

Because Balatro is a single developer’s vision realized without compromise, without producers, writers, tech people, art directors, etc. all meddling with the production in the usual “design by committee” approach that large studios are using. This kind of game can only exist as a solo or very small team project.

…money?

The mantra of big studios and publishers is to spend lots of money to make lots of money. Balatro sold a mere 3.5 million copies over the course of a year, for a price of $14. That’s just $34.3 million taking Steam’s 30% cut into account. Huge money for a solo dev (especially given that the budget was just $125,000), but both the sales figure and the sales revenue are in serious flop territory by big studio standards. Star Wars outlaws underperformed at 5.5 million copies sold, since it cost hundreds of millions to develop and market, including having the highest marketing budget of any game ever made. To put this into perspective, this means they spent significantly more than $150 million (the usual figure for a top of the line AAA game these days) on marketing alone.

You can not generate the kind of money that large publishers and studios need to survive with little Indie games.

Ulrich, (edited )
@Ulrich@feddit.org avatar

“design by committee” approach that large studios are using

They don’t have to use that.

This kind of game can only exist as a solo or very small team project.

That’s just very clearly wrong.

You can not generate the kind of money that large publishers and studios need to survive with little Indie games.

Wrong again. If anything, only large publishers can lose the kinds of money that they sometimes do.

DdCno1,

Okay, I’ll bite: Since I’m very clearly wrong about everything, show me a large studio that doesn’t use the design by committee approach, makes small games on Indie budgets and survives on that.

Ulrich,
@Ulrich@feddit.org avatar

You’re wrong because of the specific words you’re choosing to use. Even if they aren’t, it doesn’t mean they can’t.

DdCno1,

Ulrich, mate, you’re more German about this than I am - and that’s not meant as a compliment. Allow me to take the scepter as the most anal German user in this discussion back with another pedantic, probably too condescending reply.

I don’t remember if I explained this to you directly or someone else in this discussion, but the thing with large studios is that they are incredibly art-heavy (lots of texture artists, 3D modelers, animators, etc.), because you can compartmentalize art and have many little worker bees work on their little flowers (both figuratively and literally) in parallel and then assemble it all together into one big mess of an open world game with a billion map markers for you to ignore. For many years now, ever since the seventh console generation, this has been the ticket, this brought in the big bucks in the gaming industry.

The Western studios that pioneered this approach are now being threatened on two fronts: 1) Eastern (non-Japanese) studios that use the same art-heavy approach (but with different organization, which doesn’t matter here, because they too are spending lots on many worker bees) on F2P and Gacha games, which offer spectacle and impressive vistas and a billion trillion map markers (but for free*) and 2) a tiny handful of absolutely ginormously successful Western titles - Indies, former Indies and AAA - that don’t care one bit about the presentation, spectacle and artist-driven content beyond the most basic of necessities (see: Minecraft’s blocky blocks and unfiltered textures) or a litany of tie-ins simulating variety and freshness (e.g. Fortnite, Rocket League), but instead shine through organic player interaction and user-generated content.

It’s not Indie darlings like Balatro and Stardew Valley that threaten these publishers. Like I explained before, the revenue those games are generating is not sufficient to sustain large enterprises and because their success is incredibly random and unpredictable, big studios can’t just divide their armies of worker bees into smaller teams that each work on a little game, with all those little games then in bulk creating the same revenue as a large titles. Since it’s possible to find 500 people that can draw horse testicle textures, but not possible to find 500 people on the job market that can write a good script for a game or design a fun gameplay loop (seriously, those are the rarest talents in the entire industry) and finish the damn thing in time too, the idea you’re proposing simply isn’t realistic. The most you can hope for is that Ubisoft and others find a few people in their large studios and allow them to work on little artistic high-concept side projects every now and again (like for example Grow Up/Home), as an image boost for the company, a treat for fans, but not to make money, because these projects really don’t.

The unfortunate thing is that the likely reaction to the success of Chinese and Korean F2P/Gacha games is that Western studios will try to emulate those. It’s not even a thing for the future - this has already started. The whole loot box nightmare we’ve all been moaning and groaning about is a direct copy of South Korean MMO mechanics - and Ubisoft’s AAAA(AAAAA) pirate MMO disaster was a blatant attempt at going after the kind of audience, but they wanted to have the cake and eat it too, release it as a full-price game and keep people busy with busywork loot boxes. Same thing with Bioware’s Anthem. One of few successful Western games of this type is Destiny. Ubisoft, EA, ActiBliBethMic (and Japanese publishers) are likely going to bet hard on the large Gacha game idea (at least that’s what I’m expecting), because they can use their existing experience with managing large art departments in those games as well, only having adapt mechanics, monetization and marketing accordingly. I doubt they’ll be successful, but maybe this can save them. Our hope as players who aren’t enjoy game mechanics and monetization that are optimized to drive up the credit card debt of whales [players who spend a fortune on F2P games] is that these projects end up making enough money so that some of the profits will get spent on games that aren’t thinly disguised Skinner boxes.

Feel free to tell me whether or not this makes sense to you. I have a love/hate relationship with this discussion and topic. They are both equally frustrating and interesting.

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