Sunday, October 18, 2009

Graphics are Super-Important!

[[This is the text-only version of this piece. For one with screenshots and some comments from other readers, read the original at: http://www.40oz1game.com/2009/10/graphics-are-super-important/]]

Here, let me put my head on the chopping block: I think graphics are incredibly important in videogames.
Before the axe falls, however, let me explain my reasoning.

First and foremost, good graphics – even excellent, bar-raising ones – will not save a bad game from being a bad game. Gothic 3, I’m looking at you; it doesn’t matter how much you tart up a whore, she will still be a whore. Unless you tarted her up as a a maid or Lady Liberty or something and she actually became one of those and ceased in her whoring, then she’d be something different – but if the shifts in appearance are merely cosmetic, then she’s still a whore. Similarly, dressing up a terrible game in the trappings of an excellent game will not make it an excellent game.

Hell, games are even disparaged for succeeding on account of being attractive and not a whole lot else – because the worst thing in the world is something that is vile and terrible that’s pleasant to look at, isn’t it? There’s something incredibly offensive about the idea of Hitler having actually been a beautiful, elegant, but coyly attractive woman.

Further, it isn’t just the graphical implementations of a game that make it beautiful and stunning; there have been many games that, while attractive and easy on the eyes, are nonetheless visually awful. East India Company, I’m looking at you – you may have been optically charming, but boy, did your interface and overall design suck.
That last bit – the design part – is where the importance comes in, and is vastly more important to me than how realistically hair follicles sway about in the setting sun. Are those human-tendrils drifting about framed by golden rays, or are they just kind of hanging around attracting computerized ions? Do the hairs caress the face of the avatar, speaking to some higher purpose, or are they merely .. just there, popping around at random?

Crysis is an excellent example of a game that succeeds on all graphical measures – as well as gameplay ones. The twisted contortions of a North Korean’s (is it more PC to just say, “Korean”?) face as you strangle him show a weird, oxymoronic care and love to design, as well as the interface encasing your visual field. The explosions, even though developed years ago now, remain among the most realistic I’ve ever seen, demonstrate not only enormous technical accomplishment on behalf of Crytek but also of their understanding of aesthetics. From a design point of view, trucks and men under grenades do not just explode without purpose – each injection of fire-red and burning-flesh orange into the visual field bring balance with them, highlight something, or merely contrast the calm blue of the sea and verdant green of the jungle.

Crysis would still be a good game if the graphical slate was wiped clean and replaced with primary colors and black-and-white smoke from the explosions – but it wouldn’t be a great game. Nomad’s often-desperate leaps from cover object to cover object to unfortunate North Korean would still be thrilling, and that first battle with the nano-suited guys would still be harrowing and demanding of the player. But really, would it be so compelling if it didn’t look as .. well, as bloody real as it does?
I don’t think so. Fallout 3 is a pretty good example of a graphically excellent but blandly-designed game; repetitive, post-apocalypse-red-and-orange environments, generic hills, and childishly violent mutant-man-explosions are pretty for awhile, but certainly got boring. The HUD, Pip-Boy or whatever Bethesda called it, was a nightmare of utility; while the aesthetic matched that of the yesterday-technology so prevalent in the game and looked nice, it was a nightmarish bore to use and the ion-green-refresh stuff became more of a hindrance than a utility, distracting from the damn thing’s purpose: to read stuff about the game. Design aesthetics, then, are about more than just looking good: there should be an actual /purpose/ to each design choice, and this purpose should innately reflect itself in the game.

A game doesn’t need, by any means, to be on the cutting edge of graphics technology. World of Warcraft certainly wasn’t, but it used low polygon counts and a dated engine to its advantage – Blizzard built a game that would run on damn near any computer, and would almost always look at least “alright” while doing so. But WoW’s beauty wasn’t in its textures – its beauty resided, and even resides, in superb color choice and shape implementation. Every set piece and costume item accomplishes something; it draws attention to an important area, lightens a dark-and-evil Whenever playing WoW, it was almost always painfully apparent to me that the guys that designed the game managed to get way further through design school than I ever did.

That’s part of my problem, I think – I was a design student. It taught me a love for aesthetics, an adoration for stuff that looked good, and that often, simple things have the most visual appeal. Right now, I’m playing two games; Heroes of Newerth, and Champions Online. While both are elegantly attractive, I’ll return to why the latter is successful shortly. Heroes of Newerth, like World of Warcraft, makes use of a dated graphical engine. In fact, it looks, at best, like a souped-up version of Warcraft III. Given that WCIII is like, I don’t know, almost a decade old or something, it’s hardly surprising that S2 games managed this – but what /is/ impressive is that they managed to retain Blizzard-level design.

Each of the almost-60 characters has a unique profile and color set, similar to the classes of Team Fortress 2; great care has gone into ensuring that each look not only unique, but are immediately identifiable when viewed by an experienced player for a nanosecond. Even when two full teams of five converge and spells begin flying, the difficulty is never in figuring out which blob of polygons is which character, and this holds true for their skills, too. Rather, the difficulty comes in figuring out how the hell to survive and maybe just maybe kill the enemy motherfuckers – and really, shouldn’t that /always/ be the difficulty in a game? Sure, part of this is because each character has, on average, only two activated skills that need a graphical implementation – but still, that’s almost 120 fully differentiated bits that, at any given time, are immediately recognizable not merely as specific spells, but of also belonging to specific characters.

So – to present a question. Would Heroes of Newerth – or even Team Fortress 2 – be the game that they are without having had the benefit of incredibly talented design teams? I genuinely doubt it; one of TF2’s biggest selling points (at least for me) was the extraordinarily individualistic character design and even the amount of personality that went into each of the classes. It’s pretty much impossible to mistake the smug-bastard expression of the Scout – and even the smug-bastard way he swings his bat – to the belligerently maniacal laughter and minigun of the Heavy. These are the sorts of things that I mean by bits of design that actually /do/ something – every object in the TF2 world was developed to facilitate an ease of immediate comprehension that shames almost any other FPS-sort of game around.

I think a game that pretty much everybody in the world thought was awesome was Portal. Really, I’ve never seen a game sweep the gaming world in such a fashion – can any of us nerds hear “Still Alive” and not grin like a new father holding his newborn for the first time as if to say, “Look at how awesome this is!” Now – would Portal have even been able to /function/ without high-level design aesthetics? Would the heart cube have been half as charming if it was a mere cube, rendered grey-and-white with a heart? Would it have been nearly as panic-inducing had the final conveyor belt leading to the “cake” not looked and felt convincing? I do not think so.

Great design and well-executed visuals permit gamers to become more engrossed and, to use the buzz word, immersed in the game world. No longer are we required to imagine that we’re a chainsaw-swinging psychopath, because we can, through visual trickery and cleverness, actually be that chainsaw-wielding psychopath. This is not to say that things have to look real; Team Fortress 2 hardly looks like real-life – but just the same, everything meshes so well together that it feels like we really are a cartoon soldier rocket-jumping our way to victory.

To return: I’m playing Champions Online at the moment, and find myself compelled to continue playing, for more than any other reason, because everything looks so godamn wonderful. Nothing actually looks real, not the way Crysis’ Korean-jungle-valley-forests-at-sunset looked real – everything looks like a damn cartoon! But a wonderfully rendered and thoughtfully implemented cartoon, with just enough detail to be, inexplicably, immersive.

And it’s a weird feeling to feel immersed in a world of repressed-homosexuality supermen, fascist-fuck-half-man-soldiers, and cyborg-ninjas. The last, incidentally, is what my character is. One of the choices I found most initially jarring was this little black “horizon” line that appears on the exterior edge of most surfaces. It’s sort of like the kind of drawings us average dudes make – every object has a clear outline. This is why most of us can’t draw a nose or a hand for the life of us – these things are defined by their shadows, not their outlines.

Yet, somehow, the outlining in Champions Online works beautifully, drawing attention to game objects and making them stand out in contrast to one another, differentiating one building from the next, and even allowing giant lightbulbs to exist without looking like giant polygons. That, really, is the huge accomplishment of the system – the game doesn’t look, generally, like a computer game. It looks like a comic book! – and this is exactly why, on a visual level, the game succeeds so well. Cryptic knew exactly what aesthetic they wanted, and the designers followed up on this beautifully.

This – an actual /knowing/ of what the overall aesthetic of a game should be – is what makes or breaks a game for me. Knowing it alone isn’t nearly enough – the designers must also be able to determine if the design actually /works/, as often – like with Fallout 3 – I find that it does not. Heroes of Newerth, World of Warcraft, and Crysis have something in common – each game knows exactly how it wants to look, and knows that the idea works.

As said earlier, wonderful graphics cannot make a terrible game a great game – but they can make it an experience worth having. I’ve found that, over the years, far too many gaming writers just love to shit all over graphical considerations for games, stating the now-cliched idea of them not being important and don’t make up for bad gameplay. We know that. Everybody knows that. But to push them to auxiliary considerations so frequently is madness – if image quality isn’t important, why aren’t ‘Graphics-Aren’t-Important’ folks still using VHS? Fallacious argument, to be sure – but I feel it makes my point, if one assumes that all new films are available in VHS as well as DVD and whatever other new-fangled formats are out now.

What I will say is this: terrible graphics, design, and overall aesthetics will, to me, ruin an otherwise good game. I thought that the newly-released indie title AI Wars was a fascinating concept – but absolutely terrible visuals made the game such a chore to play that I just couldn’t get into it. Similarly, the still-in-beta Fallen Earth had such muddied and dated graphics that, even if the game was good (it was mediocre at best, alas) on all other counts, I just couldn’t have taken it seriously. Partially, this is because I spent a thousand fucking dollars a year ago, and I want to feel like I’m getting value out of that investment and pushing the old rig as far as she’ll go.

More than that, however, its because I feel that game developers that don’t hire talented designers simply do no respect gamers. If your interface is a chore to navigate and actually makes the game harder than intended, you’re doing something wrong. If a player cannot look on-screen and immediately identify everything he ought to be able to, you’re doing something wrong. If, at least once in awhile, a player does not stop and stare in wonder and awe at a clever bit of scenery, charming character design, or a humorous sign, then your game has aesthetically failed.
Good design is eternal, and can elevate games to legendary status. Poorly designed and implemented games are temporary and illusory, even if they sell well. Look back on your favorite games of times’ past, and ask yourself: how many of them are poorly designed? If you’re anything like me, then that number is very low indeed.

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