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Justin: There has been a lot of discussion about the differences
in graphics between systems. What about the style of these graphics? What
are your feelings about the usage of highly realistic graphics versus
highly stylized graphics?
Googleshng: In a perfect world, I'd like every game to have its
own unique visual style. Realism is nice for things like Shenmue, but
more often than not, I prefer as much creativity as possible.
Alex: To be honest, I don't care how good or bad the game's graphics
are as long as they don't get in the way of the game itself. I think that
was the case with FF8. Also, it needs be clear whether or not a game is
there to be art, or a game. I think Legend of Mana was a good "artistic
game", but it wasn't particularly fun. Another example is FFX. The
graphics in that game were incredible, to say the least. But didn't anyone
else feel like it was just sort of leading them from one thing to another?
No mazes, no real puzzles, and no actual choices.
Tony: What about cel-shading? I hate it. I think it's awful. It
looks horrible and I'm sick of people saying "It gives anime styled graphics"
because it does not!
Googleshng: Cel-shading has a history of being implemented terribly,
but I wouldn't say it's without potential.
Tony: All right, I'll give you that, Google. Zelda, in particular,
seems to be taking advantage of it.
Matt: I agree with Googleshng quite a bit. Style should be dependent
on the content of the game. As he mentioned, Shenmue had a nice implementation
of realism. Other games are stylized to a point that fits their content
nicely. Shenmue wouldn't have worked as well with stylized or anime-style
graphics, but at the same time, I don't think that a game like SaGa Frontier
would work well realistically. However, I don't agree with Tony. Cel-shading
does not mean the designers are going for an "anime" look. An anime style
can be achieved, yes, but both Japanese and American animation use the
same techniques for creating an image, so it's not necessarily an anime
look. As Googleshng mentioned, Zelda seems to be paving the way for cel-shaded
games, and I think that the stylized look is better than the realistic
look many people originally thought it was going to have.
Doug: Graphics are all about enhancing the mood of the game for
the player. If a game has an eerie, gritty setting, it will appeal more
if the game is supposed to be that kind of a sci-fi or horror game. If
the game is bright and sunny, it wouldn't make a good horror game. As
far as certain graphical styles, I'm not really an expert. I just know
what I like and don't like, and I really don't like cel-shading much more
than anything else.
Matt: Doug has it pretty much right, coming from an artist's point
of view. Of course, the graphical style is usually determined by people
much higher up in the chain.
Tony: That brings up a point that was mentioned earlier. When
does a game go from being a game to an excuse for the developers to cram
as many shiny things in it as they can?
Googleshng: 1997, roughly.
Justin: Yeah, the advent of widely available CD-ROM in a popular
game system helped. PC/Mac developers went through the same phase with
contentless "interactive movies" like Myst.
Tony: In the end, do the graphics really matter? Look at games
like Arc and Lunar. Great games by any description, yet by graphical standards,
they're archaic.
Doug: Graphics do matter, because graphics sell games, and if
you can't sell games, you can't make more games. If you have superior
French vanilla ice cream and cheap regular vanilla, if you cover the cheap
stuff with toppings and sprinkles, it is far more appealing.
Googleshng: Indeed.
Alex: I don't think money should even be an issue when it comes
to game design. Look at some of the modifications and free stuff that
people churn out in their free time. Heck, I play a mod for Unreal Tournament
that's a lot better than some commercial games I've played. You think
about the game a lot more when you're not trying to figure out how to
sell it.
Tony: What about Fresh Games, that branch set up by Eidos? They've
said, straight out, that they're losing money on the games they make.
Yet they still make them. Making money is not the only way to make more
games.
Doug: These are good examples, but represent less than 1% of the
market. I'm going into this business myself, and have read tons of books
and talked to many people about this very subject. This business is about
making great games, but it is still a business, and without money, there
is no Final Fantasy, Dragon Warrior, Lunar, etc.
Googleshng: Alex and Tony seem to be forgetting the little detail
that making games does cost a great deal of money most of the time. Game
budgets now can often reach millions of dollars, as do the profits. Look
at the sales figures on, say... Vanguard Bandits compared to FM3.
Tony: Mostly because of all the graphics they try and squeeze
in! Reduce the frills, and the costs go down.
Doug: The days of garage gaming are all but over. You can't make
a game in your garage that is a commercial success.
Alex: Who do you think makes game mods? Multi-million dollar companies?
Doug: Without those companies, there would be no games to modify.
Googleshng: Plus, that's not game design.
Alex: So far I've seen two games picked up and sold as products
after they were free.
Matt: Those are in the vast minority.
Tony: What about Ragnarok Online?
Doug: They've been trying to get Ragnarok Online working for years
now, and it is still quite buggy, and far from profitable.
Alex: I still think there's room for creativity. You just have
to know, as a game designer, what to expect in return.
Doug: I couldn't agree more. You just can't do it without a budget.
Alex: If you've got a computer and the knowledge, what more do
you need?
Matt: Time, money...
Justin: Expensive software...
Doug: LEGAL expensive software, distribution methods...
Justin: An advertising budget...
Alex: So go get a job doing something else, use that to pay your
bills, and use your free time to make video games.
Matt: If you have a job, your time to work on programs will be
extremely limited. I barely have time to work on my AppleScript-based
proof-of-concept program Hangman.app with school, and jobs take up even
more time.
Googleshng: To be a commercial success, you also must get a game
to the masses, who won't even look at a game unless it has huge production
values and an expensive ad campaign.
Alex: Who says you have to sell your game to the masses to be
successful? Who says it can't start at the bottom and work its way up
when kid A says to kid B, "I just played this really cool game, and you
should try it out!"
Googleshng: The definition of "commercially successful."
Alex: Then who says you have to be commercially successful?
Googleshng: Well, this conversation started with a discussion
on why professional game designers concentrate on high end graphics. If
their games weren't successful, they wouldn't be professional for long.
Alex: I think these "professional game designers" have pushed
the standard too far up, like a lot of other media. I guess that's a topic
for another discussion, though.
Doug: My close friend and former RPGamer colleague Andrew Bilyk
is a good example of how to get around this problem. He's currently setting
up a development studio to work on a new project. (And yes, I'm working
on the project, too, if you're curious.) He hopes that we will have it
done by Game Developers Conference next year. Yes, the games can be made,
albeit with great difficulty, but the main point is that it is hard to
put the game out in the market without a publisher who knows what they
are doing. That is where you have to find the budget. And that's
why style is important in gaming. Err... it seems we got off topic there.
I think I know the perfect way to end this, though: Not with our words
but the words of someone who embodies RPG art, Yoshitaka Amano: "I
believe that realism is one of the major drawing styles. I think the world
will be more fun if there are various styles."
Justin: Ok, that's just about it for our roundtable. I hope you
enjoyed reading it as much as we enjoyed talking tonight.
Doug: This is Doug Hill saying God speed, and if you have a house
on the beach, I am NOT stalking you. I just enjoy the walks, honest!
Tony: Rest assured, you've not seen the last of me! Ohohohohohohhohoh!
Alex: I can also be found frequenting the Bob & George community.
Stop on by if you have weird fetishes with Mega Man and/or sprite comics.
Matt: All I have to say is "style is cool."
Justin: Well, again, thanks for reading, and goodnight!
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