...Or, The problems with photo realism (IMO, of course).
These thoughts have been gestating in me since E3 (actually probably before then, probably since i played the first Red Faction and GT3) so they may ramble but bear with me...
So, if it looks like a wall, it must be a wall, yes? The closer we get to depicting real world objects, the better they look with all their bump mapping, vertex shading, tri-linear filtering etc etc, the more obvious it becomes we are playing a virtual construct.
A real wall, hit by a rocket propelled grenade would explode all over the place. Except if that wall is in any FPS you care to name (RF1+2 excluded -as long as that bit of wall has been designated as destructible) then that piece of beautiful constructed scenery is as rock solid, as impervious to damage, as completey immovable as...as... as Superman in a lead suit of armour with a titanium cod piece. That wall ain't going nowehere.
And this all came to a head in my thoughts after watching the GT4/HL2 videos.
Take HL2. You can pick stuff up and throw it, bodies crumple, mattresses fold, but... Take the scene with the radiator you can pick up and fling up the stairs to take out some soldiers. As far as i can tell, it does nothing to the wall behind it. Not a bump, not a chip in the plaster. Nothing. Play in this world, believe its real, but don't try and destroy what we say you can't. It just ain't gonna happen.
GT4. Lovely, shiny cars, gorgeous trackside detail (ignoring the 2d crowds - again
), immaculate handling, rock solid lead bunting at the edges of the track. Roadside hoarding as immovable as the mountain when Muhammed went there.
The closer we get, the more we see just how far there is to go, and the more these glaringly obvious constructed worlds jar us from our immersion in the game.
3D beat em ups suffer the same. SC2, VF4, DOA3, Tekken 4 - all sumptuous looking games, all featuring back breaking moves, all doing nary a piece of damage to the combatants.
The closer we get...
Games like Primal, Silent Hill3, Resident Evil + Zero, PGR, Amped, Halo etc etc...
The closer we get...
Any beautifuuly rendered, photo realistic enemy in any game you care to mention who sees his mate shot by your sniper rifle right next to him, and calmly turns and walks away. Or at the other end of the spectrum, any enemy that can tell where you are even though it was physically impossible for them to see you in the first place shows us that we are playing a game.
The closer we get...
So i ask, should games be striving for this real world perfection? Is it something that we want? It's something when HL2 gets game of the show at E3, and yet...
Well, I don't know the answer to this question. Obviously games designers like to make their games as good looking as possible, but does this end up spoiling the game, rather than something like GTA3, blatantly unrealistic looking, yet loved by many because from the outset you know you're playing a game.
Hmm...
What do you think?
These thoughts have been gestating in me since E3 (actually probably before then, probably since i played the first Red Faction and GT3) so they may ramble but bear with me...
So, if it looks like a wall, it must be a wall, yes? The closer we get to depicting real world objects, the better they look with all their bump mapping, vertex shading, tri-linear filtering etc etc, the more obvious it becomes we are playing a virtual construct.
A real wall, hit by a rocket propelled grenade would explode all over the place. Except if that wall is in any FPS you care to name (RF1+2 excluded -as long as that bit of wall has been designated as destructible) then that piece of beautiful constructed scenery is as rock solid, as impervious to damage, as completey immovable as...as... as Superman in a lead suit of armour with a titanium cod piece. That wall ain't going nowehere.
And this all came to a head in my thoughts after watching the GT4/HL2 videos.
Take HL2. You can pick stuff up and throw it, bodies crumple, mattresses fold, but... Take the scene with the radiator you can pick up and fling up the stairs to take out some soldiers. As far as i can tell, it does nothing to the wall behind it. Not a bump, not a chip in the plaster. Nothing. Play in this world, believe its real, but don't try and destroy what we say you can't. It just ain't gonna happen.
GT4. Lovely, shiny cars, gorgeous trackside detail (ignoring the 2d crowds - again

The closer we get, the more we see just how far there is to go, and the more these glaringly obvious constructed worlds jar us from our immersion in the game.
3D beat em ups suffer the same. SC2, VF4, DOA3, Tekken 4 - all sumptuous looking games, all featuring back breaking moves, all doing nary a piece of damage to the combatants.
The closer we get...
Games like Primal, Silent Hill3, Resident Evil + Zero, PGR, Amped, Halo etc etc...
The closer we get...
Any beautifuuly rendered, photo realistic enemy in any game you care to mention who sees his mate shot by your sniper rifle right next to him, and calmly turns and walks away. Or at the other end of the spectrum, any enemy that can tell where you are even though it was physically impossible for them to see you in the first place shows us that we are playing a game.
The closer we get...
So i ask, should games be striving for this real world perfection? Is it something that we want? It's something when HL2 gets game of the show at E3, and yet...
Well, I don't know the answer to this question. Obviously games designers like to make their games as good looking as possible, but does this end up spoiling the game, rather than something like GTA3, blatantly unrealistic looking, yet loved by many because from the outset you know you're playing a game.
Hmm...
What do you think?
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