nytimes.com

anakin78z, do games w Video Games Can’t Afford to Look This Good
@anakin78z@lemmy.world avatar

I just played Dragon Age Veilguard, and I’m now playing Dragon Age Origins, which was released 15 years ago. The difference in graphics and animation are startling. And it has a big effect on my enjoyment of the game. Origins is considered by many to be the best in the series, and I can see that they poured a ton into story options and such. But it doesn’t feel nearly as good as playing Veilguard.

Amazing graphics might not make or break a game, but the minimum level of what’s acceptable is always rising. Couple that with higher resolutions and other hardware advances, and art budgets are going to keep going up.

HelixDab2,

Agreed; Veilguard has pretty okay graphics. Not great, but acceptable - the high mark for me is BG3. But moving back to the earlier entries, they may have had stories that felt more ‘real’ (e.g., the setting felt more internally consistent) and gave more options, but the graphics and gameplay haven’t aged well.

Similarly, Fallout: New Vegas hasn’t aged so well. It was a great game, but it looks pretty rough now, unless you load it down with hi-res mods.

I don’t demand photorealism, but I’d like better visuals than PS3-level graphics.

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

Nexy, do games w Video Games Can’t Afford to Look This Good
@Nexy@lemmy.sdf.org avatar

Unpopular opinion but I preferer the graphics of a game were absolute trash but the ost be awesome. I can forget easyly how much individual hairs are in a 3d model, but good OST will live in my mind and heart forever.

And of course gameplay go first.

elucubra,

The Wii was a fantastic example of this. Less capable hardware used in very imaginative ways, and had the capacity to bring older people into the games

Snowpix,
@Snowpix@lemmy.ca avatar

This is why so many indie games are awesome. The graphics don’t need to be great when the soundtracks and gameplay more than make up for it. Those are what actually matter. I have most of Undertale’s OST committed to memory at this point lol

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

Neir Automata had pretty good graphics, but nothing groundbreaking.

The soundtrack is fucking phenomenal.

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.

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

The game of the year was a cutesy cartoon game about a robot. I don’t think there’s a problem here.

Neon,

Read the Article pleasw

echodot,

Yeah I did read the article. That’s why I know what the article is about, and the fact that he’s complaining about graphical fidelity in games and not getting the profit benefit. clearly AAA studios aren’t actually having this issue because, like I said, the winner of the game awards this year was a cartoony game, so clearly they are well aware that graphics aren’t everything.

elucubra,

Didn’t he tell you to read the article??

FlyingSquid,
@FlyingSquid@lemmy.world avatar

They did say pleasw.

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.

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

Overall good article with some inaccuracies but the answer to the articles question is to me an easy no. The whole industry won’t recover because its an industry. It follows the rules of capitalism and its a constant race to the worse and while good games by good people happen on the side, they happen in spite of the system. Everything else is working as expected and will continue until you pay per minute to stream games you rent with intermittent forced ads and paid level unlocks.

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.

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.

ne0phyte, do gaming w He Created the Katamari Games, but They’re Rolling On Without Him

I love Katamari. It’s vibrant, it’s weird and once you start rolling you get into the zone and time flies. I’m still playing the Katamari games regularly.

And FYI there are two recent remastered releases:

superduperenigma,

We Love Katamari is probably the best in the series IMO. Beautiful Katamari was later released for the 360, but felt much shorter and really didn’t add much. A lot of the content in that one was locked behind DLC, too.

AlolanYoda,

Beautiful Katamari was the first time I recall seeing controversy about on-disc DLC. You had to buy a few stages, including the one they advertised the most that went from like 1cm to rolling up the sun iirc, and all the purchase did was toggle a key that allowed you to play the levels which were already in your CD. It’s normal now, but at the time I remember people hating it.

For what it’s worth I liked We Love Katamari (and the original, which I only played once the re-release came out) much more than Beautiful Katamari! They tried to mix it up in Beautiful Katamari where you not only needed to roll a sufficiently large Katamari, but also it needed to be made of specific categories of items, and while this is fun for a few levels it ends up being boring when they do it for almost the whole 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.

socsa, 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?
@socsa@piefed.social avatar

Photorealism just puts a lot of constraints on gameplay mechanics and art direction.

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

Is there a way to actually read the article without having to be exposed to whatever the drug fueled hellscape that website is?

drasglaf,
@drasglaf@sh.itjust.works avatar

One way to understand the video game industry’s current crisis is by looking closely at Spider-Man’s spandex.

For decades, companies like Sony and Microsoft have bet that realistic graphics were the key to attracting bigger audiences. By investing in technology, they have elevated flat pixelated worlds into experiences that often feel like stepping into a movie.

Designers of last year’s Marvel’s Spider-Man 2 used the processing power of the PlayStation 5 so Peter Parker’s outfits would be rendered with realistic textures and skyscraper windows could reflect rays of sunlight.

That level of detail did not come cheap.

Insomniac Games, which is owned by Sony, spent about $300 million to develop Spider-Man 2, according to leaked documents, more than triple the budget of the first game in the series, which was released five years earlier. Chasing Hollywood realism requires Hollywood budgets, and even though Spider-Man 2 sold more than 11 million copies, several members of Insomniac lost their jobs when Sony announced 900 layoffs in February.

Cinematic games are getting so expensive and time-consuming to make that the video game industry has started to acknowledge that investing in graphics is providing diminished financial returns.

“It’s very clear that high-fidelity visuals are only moving the needle for a vocal class of gamers in their 40s and 50s,” said Jacob Navok, a former executive at Square Enix who left that studio, known for the Final Fantasy series, in 2016 to start his own media company. “But what does my 7-year-old son play? Minecraft. Roblox. Fortnite.”

Joost van Dreunen, a market analyst and professor at New York University, said it was clear what younger generations value in their video games: “Playing is an excuse for hanging out with other people.”

When millions are happy to play old games with outdated graphics — including Roblox (2006), Minecraft (2009) and Fortnite (2017) — it creates challenges for studios that make blockbuster single-player titles. The industry’s audience has slightly shrunk for the first time in decades. Studios are rapidly closing and sweeping layoffs have affected more than 20,000 employees in the past two years, including more than 2,500 Microsoft workers.

Many video game developers built their careers during an era that glorified graphical fidelity. They marveled at a scene from The Last of Us: Part II in which Ellie, the protagonist, removes a shirt over her head to reveal bruises and scrapes on her back without any technical glitches.

But a few years later, costly graphical upgrades are often barely noticeable.

When the studio Naughty Dog released a remastered version of The Last of Us: Part II this year, light bounced off lakes and puddles with a more realistic shimmer. In a November ad for the PlayStation 5 Pro, an enhanced version of the Sony console that retails for almost $700, the billboards in Spider-Man 2’s Manhattan featured crisper letters.

Optimizing cinematic games for a narrow group of consumers who have spent hundreds of dollars on a console or computer may no longer make financial sense. Studios are increasingly prioritizing games with basic graphics that can be played on the smartphones already in everyone’s pocket.

“They essentially run on toasters,” said Matthew Ball, an entrepreneur and video game analyst, talking about games like Roblox and League of Legends. “The developers aren’t chasing graphics but the social connections that players have built over time.” Going Hollywood

Developers had long taught players to equate realism with excellence, but this new toaster generation of gamers is upsetting industry orthodoxies. The developer behind Animal Well, which received extensive praise this year, said the game’s file size was smaller than many of the screenshots used to promote it.

A company like Nintendo was once the exception that proved the rule, telling its audiences over the past 40 years that graphics were not a priority.

That strategy had shown weaknesses through the 1990s and 2000s, when the Nintendo 64 and GameCube had weaker visuals and sold fewer copies than Sony consoles. But now the tables have turned. Industry figures joke about how a cartoony game like Luigi’s Mansion 3 on the Nintendo Switch considerably outsells gorgeous cinematic narratives on the PlayStation 5 like Final Fantasy VII Rebirth.

There are a number of theories why gamers have turned their backs on realism. One hypothesis is that players got tired of seeing the same artistic style in major releases. Others speculate that cinematic graphics require so much time and money to develop that gameplay suffers, leaving customers with a hollow experience.

Another theory is that major studios have spent recent years reshaping themselves in Hollywood’s image, pursuing crossover deals that have given audiences “The Super Mario Bros. Movie” and “The Last of Us” on HBO. Not only have companies like Ubisoft opened divisions to produce films, but their games include an astonishing amount of scenes where players watch the story unfold.

In 2007, the first Assassin’s Creed provided more than 2.5 hours of footage for a fan edit of the game’s narrative. As the series progressed, so did Ubisoft’s taste for cinema. Like many studios, it increasingly leaned on motion-capture animators who could create scenes using human actors on soundstages. A fan edit of Assassin’s Creed: Valhalla, which was released in 2020, lasted about 23 hours — longer than two seasons of “Game of Thrones.”

Gamers and journalists began talking about how the franchise’s entries had gotten too bloated and expensive. Ubisoft developers advertised last year’s Assassin’s Creed Mirage, which had about five hours of cut scenes, as “more intimate.”

The immersive graphics of virtual reality can also be prohibitive for gamers; the Meta Quest Pro sells for $1,000 and the Apple Vision Pro for $3,500. This year, the chief executive of Ubisoft, Yves Guillemot, told the company’s investors that because the virtual reality version of Assassin’s Creed did not meet sales expectations, the company was not increasing its investment in the technology. ImageA person plays a video game on a tablet. Live service games that are playable on mobile devices, like Genshin Impact, can generate large amounts of revenue. Credit…Ina Fassbender/Agence France-Presse — Getty Images

Many studios have instead turned to the live service model, where graphics are less important than a regular drip of new content that keeps players engaged. Genshin Impact, by the studio Hoyoverse, makes roughly $2 billion every year on mobile platforms alone, according to the data tracker Sensor Tower. Going Broke?

It was clear this year, however, that the live service strategy carries its own risks. Warner Bros. Discovery took a $200 million loss on Suicide Squad: Kill the Justice League, according to Bloomberg. Sony closed the studio behind Concord, its attempt to compete with team-based shooters like Overwatch and Apex Legends, one month after the game released to a minuscule player base.

“We have a market that has been in growth mode for decades,” Ball said. “Now we are in a mature market where instead of making bets on growth, companies need to try and steal shares from each other.”

Some industry professionals believe there is a path for superb-looking games to survive the cost crunch.

“I used to be a high-fidelity guy; I would log into games and if it didn’t look hyperrealistic, then it was not so interesting,” said David Reitman, a managing director at PricewaterhouseCoopers, where he leads the consulting firm’s games division. “There was a race to hyperrealism, and it’s tough to pivot away. You have set expectations.”

Reitman sees a future where most of the heavy costs associated with cutting-edge graphics are handled by artificial intelligence. He said that manufacturers were working on creating A.I. chips for consoles that would facilitate those changes, and that some game studios were already using smart algorithms to improve graphics further than anything previously seen.

He expects that sports games will be the first genre to see considerable improvements because developers have access to hundreds of hours of game footage. “They can take feeds from leagues and transpose them into graphical renderings,” Reitman said, “leveraging language models to generate the incremental movements and facial expressions of players.”

Some independent developers are less convinced. “The idea that there will be content from A.I. before we figure out how it works and where it will source data from is really hard,” said Rami Ismail, a game developer in the Netherlands.

Ismail is worried that major studios are in a tight spot where traditional games have become too expensive but live service games have become too risky. He pointed to recent games that had both jaw-dropping realism — Avatar: Frontiers of Pandora (individual pebbles of gravel cast shadows) and Senua’s Saga: Hellblade II (rays of sunlight flicker through the trees) — and lackluster sales.

He recalled a question that emerged early in the coronavirus pandemic and has become something of an unofficial motto in the video game industry.

“How can we as an industry make sho

drasglaf,
@drasglaf@sh.itjust.works avatar

With due respect, dear mod: AI spam my ass.

brown567,

I use Firefox’s “reader mode”

Edit: nyt managed to enshittify even that. will wonders never cease

UnderpantsWeevil,
@UnderpantsWeevil@lemmy.world avatar

I can’t be bothered to visit any mainstream news site anymore. They’ve made the process of accessing the content so adversarial that there’s no point.

aesthelete,

I’d recommend trying RSS and if they don’t support it just quit reading them.

UnderpantsWeevil,
@UnderpantsWeevil@lemmy.world avatar

Unfortunately, RSS doesn’t do anything for the links to the NYT in my Lemmy feed.

aesthelete,

In a lot of cases, I find I’ve already read the underlying content or skipped it with my reader and therefore can go right to the comments. But ymmv of course.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

Maybe it’s just me, but I like the style it’s presented in, and I have major adblockers in service so I’m not sure how it’s a drug fueled hellscape. It basically becomes a normal NYT article after a half-page of scrolling. Not all their readers are familiar with these games, so the NYT is doing its diligence by trying to show what they’re talking about, so their readers have a frame of reference. (Remember the NYT is actually aimed at an investor class who owns a second house in the Hamptons and may not be gamers at all. Go look at their Lifestyle section sometime.)

I think it’s fine but I guess I’m in the minority, but also maybe it’s less worse for me because of uBlock/Pihole/Bypass Paywalls Clean.

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

I linked the gift article. This link shouldn’t be necessary, right?

mox, (edited )

The archive link:

  • Doesn’t have a tracker.
  • Works with scripts disabled (good privacy & security practice).
  • Will still be useful when nytimes.com eventually disables your gift ID or takes the article down.
ampersandrew,
@ampersandrew@lemmy.world avatar

Fair enough.

Kolanaki,
!deleted6508 avatar

Oh man… I still can’t read it because of the atrocious background. I was hoping this link would have just been normal text.

mox,

You can select the text that’s over that background to make reading easier. Most of the article is below it, so you should be fine after a couple taps of Page Down.

Or use Firefox reader view, which cleans it right up. :)

PlantJam,

Firefox reader mode fixes that background.

Gamers_mate, 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?

I am literally playing minecraft without any of those shader texturepacks because I kind of prefer games not being ultra realistic. If being realistic was more fun than we would not need games to have fun because we have real life which is as real as you can get.

jarfil,

Texture packs or not, IMHO the key point is they’re optional, not a requirement for the game to be playable. Games that depend on photorealism, are bound to end up in deep trouble.

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