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Realistic games? Waste of time.

Started by February 25, 2000 01:11 PM
30 comments, last by kill 24 years, 11 months ago
The technology to create a 3D cartoon game basically exists now. Just write a polygon renderer that draws the models fully lit, and draws a black outline around the model, and around the edges of polygons that have sharp angles (like the chin, arms, etc.).

Also, about graphics vs gameplay, it basically depends on the genre. Action games get greatly enhanced by good graphics. RPGs do to some extent. Adventure games do not. I base this on my experience with several adventure games, including most of the original Sierra adventures using the SCI (Sierra Creative Interpreter, the game creation system) that King''s Quest, Space Quest, Leisure Suit Larry, and Police Quest were programmed with. Those are the most fun adventures I''ve ever played. The most recent adventure I played was Twinsen''s Oddysey, a 3D adventure with beautiful graphics. It was well done, but not nearly as fun.

~CGameProgrammer( );

~CGameProgrammer( ); Developer Image Exchange -- New Features: Upload screenshots of your games (size is unlimited) and upload the game itself (up to 10MB). Free. No registration needed.
I''ve seen those (generated cartoons) and they suck. They''re still limited to the 3D object (can''t do Bart or Lisa''s hair) and the edges are jaged. Not to mention they need a very fast computer to use.

My favorate games are ones where the world they exist in just couldn''t exist in real life. With high-powered spring boards, floating "islands", portals, etc. It''s fun doing something that you just can''t do normaly.

I agree with the computer requirements bit. My computer at home is a 200Mhz 603 with 48Megs ram and no graphics card (besides the one built into the motherboard) so I''m programming to that. But I plan on adding options to change the level of detail that''s drawn just in case you have a 500Mhz G4 or an 800Mhz P4.

E:cb woof!
E:cb woof!
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Geez,
It is true that graphics do play a fairly substantial part in games today, the main reason being that almost always the first thing a person will see of a game is a screenshot.
Now, if that screenshot looks bad, they will most likely think "Oh that doesn''t look very good" and pay little or no more attention to that given game. Also, if a friend asks about that such game, the person will probably say "Yeah, I saw a screenshot, it looks crap".
Bang goes some sales.
That said, graphics have to fit the enviroment and type of game - I mean there would be no point nowadays doing a 2d flight simulator, it just wouldn''t work.

I hope I''ve made a few valid points, and not offended anyone.

Take it easy,

-Mezz
"2D flight simulator", now there''s a thought
Well, if the games aren''t full of semi-realistic graphics right now, people just say "That sucks!" and dismiss it. The games of today don''t need as much of a story if they are full of great graphics. Now, I think we should take advantage of the technology we have, but we shouldn''t lose focus on the story.


----WARNING I AM GOING TO TALK LIKE I AM OLDER THAN I REALLY AM-----

I remember a few years ago a game series called "Space Quest" (Produced/made/whatever by Sierra). This series was one of the greatest things that ever happened to me. I didn''t care that the game was a little old (for it''s time too). It was funny. I bought the rest of the series last year and loved playing the rest. It''s too bad that the series was so rudely interrupted where it was.

So... this brings us back to the present. Without getting into the details, I would like to say that a few of us Space Quest fans got together and have started making a game (a little over a year ago :D).

I wish that we could have a few more games that had the story as the main purchasing point, instead of "OH MAN! THAT''S GOT SWEET GRAPHICS! I WANT IT!!"


Well, I hope my first ranting went alright

Even though you brought up an interesting question, I think you may have missed out on what it means to be capable of creating realistic graphics:

YOU CAN MAKE THE UNREALISTIC REALISTIC.

What I mean is, that if you are able to create games that look realistic, then that means you can make REALISTIC "imaginary" worlds. By making things more realistic you make it more believable, but that doesn''t mean you make it "Earthly", if you know what i mean. Suppose now that you''re playing a single player First Person Shooter set in an Alien world. How cool would be it be to make the world so.. believable ? By putting little details, using higher resolutions and curved surfaces, etc, you''re making that alien world REALISTIC.

I hope that I can contribute this idea to the discussion, I think it''s important to make that distinction: that realistic doesn''t mean "ordinary"

Best regards,
Riz
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Even though you brought up an interesting question, I think you may have missed out on what it means to be capable of creating realistic graphics:

YOU CAN MAKE THE UNREALISTIC REALISTIC.

What I mean is, that if you are able to create games that look realistic, then that means you can make REALISTIC "imaginary" worlds. By making things more realistic you make it more believable, but that doesn''t mean you make it "Earthly", if you know what i mean. Suppose now that you''re playing a single player First Person Shooter set in an Alien world. How cool would be it be to make the world so.. believable ? By putting little details, using higher resolutions and curved surfaces, etc, you''re making that alien world REALISTIC.

I hope that I can contribute this idea to the discussion, I think it''s important to make that distinction: that realistic doesn''t mean "ordinary"

Best regards,
Riz
IMO, graphics can''t be very "believable" or "realistic" when we''re restricted to viewing them on a monitor. The monitor is flat; it can''t give a good sense of 3D for still pictures. 3D glasses might solve the issue, but unfortunately all attempts of making 3D glasses for games have been horrible instruments of torture that cause headaches.. and don''t work. It is strange that 3D sound has gotten far ahead of graphics in realism.
and yet... people still watch TV.

E:cb woof!
E:cb woof!
I think the key here is 'Suspension of Disbelief' and finding the best common denominator between the games design and the players use of that game.

I'm desinging a game right now and it's a struggle to find the appropriate balance. Right off the bat, the more streamlined in-game features that I can provide to the player the better. This way, the game is as intuitive as it can be right out of the box. There is less for the player to learn if I use an environment that is already common. So, trying to mimick realistic graphics is an automatic plus. Ofcourse, the game genre and goals of design are primary factors in choosing the graphical environment...

I hope this perspective helps your thought process.

-nathan

Edited by - Project2501 on 3/13/00 1:43:37 PM

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