I am just taking the time to write this thread in to discuss something that bothers me every time I go to look at some new screenshots of new games.
I would like to discuss the idea/mindset of the game developers that are leading the industry today. What the game developers, such as ID, Epic, Valve, and EA are doing to make the games of the present and future more realistic graphically.
First of all lets take a step backwards a little ways, and take a look at last generation. The generation of the quake III engine, the unreal tournament engine, and the half-life engine. This is back in late 1998/1999. This seems a time for me, when developers where striving to make games realistic just as they are today, but in a different way. All three of those games pushed not shading, any sort of fine detail work. What they seemed to all be striving for was a higher polygon count, better looking textures, and more detailed looking objects. When I take a look back at the older generation engines, and go through them once more and play them, I really learn to feel, and really accept the fact that im in the game. Due to the way the engine looks and reacts, there is nothing that seems to stand out at me, or distract me, maybe make the game too realistic, making it unrealistic.
Now lets take a look at the engines of today. Doom 3.0, Source, COD2, etc... Impressive arent they? Indeed, they have accomplished some great things, but in my opinion have veered a little off the path of what they had been on the path to accomplish last generation. I might not have noticed, had they not made some bad choices that really detract from the experience I had while playing the games.
What I am talking about here, is in todays games, I go look at a screenshot of their "new technology", their "Brand New Realistic Engine", or their "Super Realistic Lighting" and what I see, is totally reverse. I want to know if anyone has taken the chance to look at some of these new advancements, or somet of these new techonologies, and analyzed their purpose, or realism?
Today, I stopped by gamespy.com, and checked out some of the Call of Duty 2 news that they had on their main page. While taking a peek, I decided to stop by the games screenshot section located at http://media.pc.gamespy.com/media/620/620769/imgs_1.html
What a mistake I had made, for such an awesome first game, that utilized a very nice engine, and made it look realistic without all this new tech, this game has ruined it all. I want you to take a look at those screenshots and notice the lighting, notice the bump mapping, notice the terrible and awefully unrealistic way the game is projecting the cloth/metal/sand.
To me the cloth in those screenshots looks like a shriveled up grape, that has been extremely glazed over, and has been cleared of all actuall texture. So you could say it looks "Plasticy". Why are these screenshots coming out to look like this? This is not very realistic, and for all that effort in coding those new lighting and shading technologies, it really looks like a heap of poop.
I am not just ganging up on Call of Duty 2 here, but most recent games have this ever so prominant "Glossy, Plasticy, Unrealistc" feel to them. Why is this? are the developers blind? Cant they see that this is not how something looks in real life?
Is it really worth it, to have a huge bloom effect, and blinding shininess, when all you want is a realistic looking game....I have seen screenshots where the hood of a car is reflecting so much light and blooming so much that its like.....dude, I dont want a bonanza of stupid glares. I want a normal looking realistic game... It is almost as if the gaming developers are using photoshop. Photoshop being a very good imagery suite. But instead of really doing some good stuff with their tech, and making some good looking additions to their games, they are using the every looked down upon "Filters" and overloading their "images" with stupid effects. But all we, or maybe just I, want is a good looking game...
Doom III is another example of this "plastic" technique, they seem to be failing to really capture the metal look, and the cloth look. THis really takes away from the gaming experience when you see these materials mis-represented. Especially when your runng through a dark dungeon trying to ignore the fact that the walls around you look like shiny peices of sticky paper, rather than the dripping wet walls of a rock cave.
Great you can claim to have all this "HDR", "Paralax Mapping", and such, but really, if you cant perfect it in your final product to make your game look good, why even bother?
I would be just as happy with a higher poly and higher res texture version of your old engine...
Does anyone else think that this new tech, if not implemented properly, which most of the new developers have done, shouldnt be mainstreamed or promoted so much?
Obviously some games have done great jobs implementing most of their tech, examplary half life 2 of course...although i must admit it did have afew occasions where I would find my hands/gun glowing or shining while i was in a dark room...
Well, discuss, tell me what you think...!
I would like to discuss the idea/mindset of the game developers that are leading the industry today. What the game developers, such as ID, Epic, Valve, and EA are doing to make the games of the present and future more realistic graphically.
First of all lets take a step backwards a little ways, and take a look at last generation. The generation of the quake III engine, the unreal tournament engine, and the half-life engine. This is back in late 1998/1999. This seems a time for me, when developers where striving to make games realistic just as they are today, but in a different way. All three of those games pushed not shading, any sort of fine detail work. What they seemed to all be striving for was a higher polygon count, better looking textures, and more detailed looking objects. When I take a look back at the older generation engines, and go through them once more and play them, I really learn to feel, and really accept the fact that im in the game. Due to the way the engine looks and reacts, there is nothing that seems to stand out at me, or distract me, maybe make the game too realistic, making it unrealistic.
Now lets take a look at the engines of today. Doom 3.0, Source, COD2, etc... Impressive arent they? Indeed, they have accomplished some great things, but in my opinion have veered a little off the path of what they had been on the path to accomplish last generation. I might not have noticed, had they not made some bad choices that really detract from the experience I had while playing the games.
What I am talking about here, is in todays games, I go look at a screenshot of their "new technology", their "Brand New Realistic Engine", or their "Super Realistic Lighting" and what I see, is totally reverse. I want to know if anyone has taken the chance to look at some of these new advancements, or somet of these new techonologies, and analyzed their purpose, or realism?
Today, I stopped by gamespy.com, and checked out some of the Call of Duty 2 news that they had on their main page. While taking a peek, I decided to stop by the games screenshot section located at http://media.pc.gamespy.com/media/620/620769/imgs_1.html
What a mistake I had made, for such an awesome first game, that utilized a very nice engine, and made it look realistic without all this new tech, this game has ruined it all. I want you to take a look at those screenshots and notice the lighting, notice the bump mapping, notice the terrible and awefully unrealistic way the game is projecting the cloth/metal/sand.
To me the cloth in those screenshots looks like a shriveled up grape, that has been extremely glazed over, and has been cleared of all actuall texture. So you could say it looks "Plasticy". Why are these screenshots coming out to look like this? This is not very realistic, and for all that effort in coding those new lighting and shading technologies, it really looks like a heap of poop.
I am not just ganging up on Call of Duty 2 here, but most recent games have this ever so prominant "Glossy, Plasticy, Unrealistc" feel to them. Why is this? are the developers blind? Cant they see that this is not how something looks in real life?
Is it really worth it, to have a huge bloom effect, and blinding shininess, when all you want is a realistic looking game....I have seen screenshots where the hood of a car is reflecting so much light and blooming so much that its like.....dude, I dont want a bonanza of stupid glares. I want a normal looking realistic game... It is almost as if the gaming developers are using photoshop. Photoshop being a very good imagery suite. But instead of really doing some good stuff with their tech, and making some good looking additions to their games, they are using the every looked down upon "Filters" and overloading their "images" with stupid effects. But all we, or maybe just I, want is a good looking game...
Doom III is another example of this "plastic" technique, they seem to be failing to really capture the metal look, and the cloth look. THis really takes away from the gaming experience when you see these materials mis-represented. Especially when your runng through a dark dungeon trying to ignore the fact that the walls around you look like shiny peices of sticky paper, rather than the dripping wet walls of a rock cave.
Great you can claim to have all this "HDR", "Paralax Mapping", and such, but really, if you cant perfect it in your final product to make your game look good, why even bother?
I would be just as happy with a higher poly and higher res texture version of your old engine...
Does anyone else think that this new tech, if not implemented properly, which most of the new developers have done, shouldnt be mainstreamed or promoted so much?
Obviously some games have done great jobs implementing most of their tech, examplary half life 2 of course...although i must admit it did have afew occasions where I would find my hands/gun glowing or shining while i was in a dark room...
Well, discuss, tell me what you think...!