this post was submitted on 08 May 2024
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[–] [email protected] 159 points 10 months ago* (last edited 10 months ago) (4 children)

Thing is, looking at some games, Horizon and Elden Ring being a prime examples, we can have both great games with great graphics.

You don't really want better games with worse graphics, you want better games that don't use great graphics as an excuse to bad gameplay.

[–] [email protected] 114 points 10 months ago (3 children)

He wants the resources being spent on graphics to be redirected to engineers and game designers. There is a reasonable top end budget to put towards any given game, so it is at least mostly 0 sum.

[–] [email protected] 53 points 10 months ago (1 children)

Bethesta has the worst of both worlds.

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[–] [email protected] 7 points 10 months ago (5 children)

That's not how this works. You can comparatively easily scale up art departments, but you can not do the same with engineering and design. It's also much less difficult to find competent artists in their respective niches than programmers and designers. Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level. Especially in the area of software engineering, game studios also have to compete with other fields with inherently better work/life balance, which is far less so the case with e.g. texture artists, modelers and animators.

Art can also be produced sequentially in large numbers and making more of it at a certain high enough level of quality makes a game appear more valuable to consumers. It's practically guaranteed: Spend more on art, have more stuff you can impress people with, a more enticing value proposition. You can spend a fortune on game design and programming, but that's invisible and there is far less of a guarantee that it'll work out in the end (see: the phenomenon referred to as development hell), let alone attract customers.

Try marketing a game on mechanics and design instead of graphics. Most people pay maybe 15 to 30 seconds of attention to promotional material at best before making a purchasing decision. The vast majority of gamers do not read reviews, let alone whining essays about how some journalist doesn't care about graphics (which have been written since the 1980s - there's nothing new under the Sun). You can wow customers with fancy trailers and gorgeous screenshots, but you can not explain why your game that you spent 100 million on game design alone on has better game design than that blockbuster with individually modeled and animated facial hair.

[–] [email protected] 20 points 10 months ago (1 children)

Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level.

What an absolutely batshit insane thing to say.

[–] [email protected] 8 points 10 months ago (5 children)

bro just have an AI do it

its just like, pixels or whatever

/s

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[–] [email protected] 7 points 10 months ago (2 children)

Programmer here. While scaling up the work of an increasing number of programmers is probably harder in a pure logistical way, I feel like you're severely underestimating the difficulty in scaling up an actual artistic vision. Setting up piles of modelers to produce assets like they're assembly line workers isn't going to result in a compelling world.

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[–] [email protected] 18 points 10 months ago* (last edited 10 months ago) (2 children)

The author has completely missed the MAIN reason the campaign was good in 2009 and isn't, now.

In 2009 the mindset was still that you needed a good single player game to get sales of a game. By 2015 call of duty had it figured out that they could almost completely ignore shoestringing a half asked campaign together and still get massive sales because their players were buying it for the multi-player, and all the money to be made by their fan boys buying it was in the multi-player.

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[–] [email protected] 14 points 10 months ago

We can have both but it will cost hundreds of millions like Horizon and often this means shitty monetization practices if the company isn’t the size of Sony, or the employees are heavily underpaid like with Elden Ring. Seriously pay at FromSoft is lower than the already low industry standard. https://www.pcgamer.com/report-highlights-underpay-and-some-level-of-crunching-at-fromsoftware/

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[–] [email protected] 60 points 10 months ago (9 children)

Honestly, I have to agree with the article - while you could say graphics have improved in the last decade, it's nowhere near as much as the difference as the decade before that.

I'd easily argue that the average AAA game from a decade ago looks just as good on a 1080/1440p display as the average AAA game today - and I'd still bet the difference wouldn't be that noticeable for 4K either.

And what do we gain for that diminishing return on graphics?
Singleplayer games are being made smaller, or vapid "open worlds", and cost more due to more resources going to design teams rather than the rest of the game.
Meanwhile multiplayer games get less frequent and smaller updates, and that gets padded out with aggressive micro-transactions.

I hate that "realistic" graphics has become such an over-hyped selling point in games that it's consuming AAA gaming in its entirety.

I would love for AAA games to go back to being reasonably priced with plainer looking graphics, so that resources can actually be put into making them more than just glorified tech demos.

[–] [email protected] 22 points 10 months ago (3 children)

Well it's a scaling effect and diminishing returns

To the human eye 480p vs 1080p is significant but 4k vs 8k is hard to tell

I think focusing on new technologies such as AI upscaling/world generation or VR is a better use of developers time and pushes the industry back into the innovative space it's supposed to be

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[–] [email protected] 46 points 10 months ago* (last edited 10 months ago) (5 children)

I want better games with better graphics. The two are not mutually exclusive, games like Elden Ring prove it is possible to have both.

The problem this writer had with CoD wasn't even really the game. Its the same problem plaguing nearly all entertainment media at the moment: the writing just sucks. Its bad. Bad writing will make even a game with great gameplay turn sour.

[–] [email protected] 42 points 10 months ago (2 children)

Elden Ring had great art direction, but I wouldn't say it had great graphics.

[–] [email protected] 13 points 10 months ago (1 children)

It had great graphics, and its art direction elevated the graphics. It looks equally as good as any other game that released the same year.

Elden Ring certainly is a long leap from King's Field compared to other games when that launched. For as fun as King's Field was, its graphics were bad, even for the time.

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[–] [email protected] 15 points 10 months ago (4 children)

The "worse graphics" stands for less photorealism. I could tell you about the times when someone wasn't pushing graphical limits, it was ditched by games journalists for postponing the time when they can finally put on a VR headset to relive the battle of Normandy in first person.

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[–] [email protected] 10 points 10 months ago

Better graphics means much bigger budget and that means you'll get writing for lowest common denominator of consumers as well as microtransactions to extract every last cent from them.

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[–] [email protected] 36 points 10 months ago

I want shorter games, on average. 10-20 hour completion times would be right up my alley.

[–] [email protected] 34 points 10 months ago (5 children)

Chasing photorealism has been unsustainable since before MW2 came out. You could see where that line was headed. The answer has always been procedural artwork - not randomized, just rule-based. Even if an entire desert gets away with four textures for sand, those shouldn't be hand-drawn and manually-approved bitmaps. They should not be fixed-resolution. Let the machine generate them at whatever level of detail you need. Define what it's supposed to look like.

This is how that "Doom 3 on a floppy disk" game, .kkreiger, worked. It weighs 96 KB. It doesn't look like Descent. It has oodles of textures and smooth models. Blowing a few megabytes on that kind of content is a lot easier than cramming things down and a lot cheaper than mastering five hundred compressed six-channel bitmaps. Even if every rivet on a metal panel was drawn by hand with a circle tool, ship that tool, so that no matter how closely the player looks, those rivets stay circular.

You can draw rust and have it be less shiny because that's how rust is defined - and have that same smear of rust look a little bit different every time it appears, tiled across a whole battleship. Every bullet ding and cement crack can become utterly unremarkable by being completely unique and razor-sharp at macro-lens distances. You don't hire a thousand artists to manage one tree each, you hire a handful of maniacs who can define: wood. Sapling, tree, log, plank, chair, wood. Hand that to a dozen artists and watch them crank out a whole bespoke forest in an afternoon.

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[–] [email protected] 34 points 10 months ago (9 children)

As a game dev who's making a better game with worse graphics - i think people who say this are in the minority, unfortunately.

[–] [email protected] 18 points 10 months ago

I mean this with the greatest respect, I'm not making a judgement on the gameplay.

But there's a whole spectrum between Roblox and the latest Quadruple A™ that all consist of "worse graphics"

[–] [email protected] 8 points 10 months ago

White letters on light brown wood texture (trailer on steam at 0:07). Also, the big "Press E to talk" looks heinous. Plus you don't have full control over where it appears, at one point in the trailer (0:42), it's on white background. Going by the trailer, you're trying to make the game look like the product of a inexperienced amateur, while the game itself is actually a subversive masterpiece, similar to the doom mod "MyHouse.wad". Hats off to you if you manage to pull it off, but if not, you'll have fallen flat on your face. Metaphorically, of course.

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[–] [email protected] 33 points 10 months ago (1 children)

Currently enjoying a several weeks-long run in Rimworld. Potato graphics go really far is the gameplay design is solid.

[–] [email protected] 8 points 10 months ago (1 children)

Ironically that can be a very hardware demanding game

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[–] [email protected] 32 points 10 months ago (1 children)
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[–] [email protected] 30 points 10 months ago (2 children)

I'd love to upvote this more than once. What's the point of all those super high quality graphics if the core gameplay hasn't advanced in the slightest 🙄

[–] [email protected] 21 points 10 months ago

AAA studios

Best I can do is predatory monetization and half-baked dlc. Also, now the Eula prohibit you from making unflattering comparisons to that one game Larian made

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[–] [email protected] 30 points 10 months ago (1 children)

Super flashy modern graphics are the RGB keyboard of gaming.

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[–] [email protected] 28 points 10 months ago (3 children)

I just want games where the devs get to release the game they wanted to make without the studio enshittification microtransactions, always-online single player and so on tagged on to it.

[–] [email protected] 19 points 10 months ago

They do exist and in greater numbers and variety than ever before. Play Undertale, Baba is You, BeamNG.drive, FTL, Disco Elysium, Emily is Away, Islanders, NEO Scavenger, Rodina, Whispers of a Machine, Proteus, etc.

Totally random examples, but I could name dozens more. We are spoiled with great games that are pure expressions of their developers' visions. There are more of them than anyone can realistically ever play.

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[–] [email protected] 28 points 10 months ago (14 children)

I personally want more physics simulations. I always loved 2D falling sand games where everything reacted with each other and after a long time not having games with those mechanics i found noita and i can't stop playing it. As much for the game loop then for the game's falling sand engine.

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[–] [email protected] 26 points 10 months ago (3 children)

!patientgamers would agree and so do I

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[–] [email protected] 21 points 10 months ago (1 children)

Yeah graphics are nice to have, but sometimes I want to game on a small and light laptop like I don't need revolutionary HD high quality all the time

[–] [email protected] 12 points 10 months ago (2 children)

Art Style > Graphics. Kingdom Hearts (2002) looks wildly better GTA: San Andreas (2004) and Fallout 3 (2008).

[–] [email protected] 9 points 10 months ago (9 children)

Fallout 3 looks like dog shit man. It has since day 1. It's one of my favorite games and I have 100% on it, but it has never looked good.

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[–] [email protected] 18 points 10 months ago

Depends on the genere. I think a very immersive game like Metro Exodus benefits a lot from its graphics and wouldn't work quite as well without them.

[–] [email protected] 18 points 10 months ago (3 children)

Obligatory: Starsector

Also Rimworld, Project Zomboid, Prison Architect, Factorio.... basically if you like sandbox games, there's a ton out there.

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[–] [email protected] 16 points 10 months ago* (last edited 10 months ago)
[–] [email protected] 15 points 10 months ago (1 children)

I thought this right before I tried to play the really old pokemons again. And very quickly went back to new pokemons.

[–] [email protected] 12 points 10 months ago (2 children)

To be fair those had worse gameplay too

[–] [email protected] 9 points 10 months ago

I think everything after Gen 1 holds up pretty well, even if it's a little rough. And once they figured out the physical/special split in Gen 4 they basically just published the same game over and over again with slightly different gimmicks and stories.

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[–] [email protected] 15 points 10 months ago (1 children)

I’ve got pretty similar thoughts. I wasn’t into gaming all that much up until relatively recently when I built my first gaming PC at the beginning of pandemic. Thanks to that, I’m not only on market for bleeding edge AAA titles, but also discovering 3 dacades worth of PC games. My observation is that games got worse over time. They’re also a lot more expensive to make because it all must be visually impressive, which usually ends up with poor performance and bugs, requiring high-end hardware for the game to run somehow. Quite often games are broken and unoptimized on launch, they have that generic formula, watch cinematic, hold a button, watch some more, here’s your little tutorial fight, now more cutscene and a crappy puzzle. It really makes me feel, if game developers were more limited by hardware constraint and unable to feed legions of normie players to flashy graphics, they wouldn’t have other way to makes games attractive other than with better mechanics and level design.

Meanwhile Nintendo continues to release bangers for their ancient potato console.

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[–] [email protected] 14 points 10 months ago

Personally I'd prefer if games used more stylized graphics like pixel art or hand drawn stuff. That's not worse in graphical quality but better imho while not needing a supercomputer to run. Spiritfarer is still one of the prettiest games I have played and it runs on the switch.

Going with stylized graphics instead of trying to do photorealism also makes the game age way more gracefully. Bastion for example still looks amazing while there's a reason Oblivion npcs are a meme.

[–] [email protected] 9 points 10 months ago

The problem with that is the back catalogue of games that developers have to compete with. There already are better games with worse graphics, the big studios aren't going to risk competing in that crowded market that already has its crowned victors.

[–] [email protected] 8 points 10 months ago

Then just browser itch.io for games

[–] [email protected] 8 points 10 months ago* (last edited 10 months ago) (5 children)

After watching the Fallout series, I had the itch again so I fired up Fallout 3. I immediately fell in love with that older Bethesda-style dialogue, with so much to discuss and so many skill checks throughout.. But the more I played, the more I realized how absurdly easy and jam-packed the game was with weapons, chems, and ammunition. I installed a couple of mods to improve the difficulty and scarcity of items, but it wasn't enough. Something was missing. I realized that after having played through Fallout 1 a few years ago, my beloved Fallout 3 no longer quite scratched the itch. So I fired up Fallout 2, and I've fallen in love with that little game again. I love the slower pace of it all. I love inspecting every little detail of the environment, and the assortment of skills available at my fingertips to apply to my surroundings like a Swiss army knife, if I have the aptitude, of course.. (Perhapsh I should join the mage's college in Winterhold)

Now, I have no hate here for Fallout 3, because the flaws I pointed out above are not why I enjoyed the game in the past. It's the atmosphere of the DC ruins, the satisfaction of taking shots and exploding heads in VATS, and the haunting melodies of Galaxy News Radio echoing softly from my wrist. I just have to figure out how to make it play a bit more like the classic entries. I want to leave the Super Duper Mart without combat armor, 40 stimpaks, and damn near every weapon in the game.

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[–] [email protected] 7 points 10 months ago (1 children)

There's room for both things. Call of duty sells a bazillion copies, and while I have zero interest in that kind of game, I don't hate that it exists.

[–] [email protected] 13 points 10 months ago (1 children)

I like that it exists because it keeps the CoD players playing CoD and not ruining other games' lobbies.

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