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Yeah, I’m impressed by the way things look. It’s important to me --important, but not crucial. Unfortunately, it sometimes feels like developers in the game industry spend an inordinate amount of time beautifying their baby when they should be spending time making a better game. Hence, we get a large number of beautiful, yet mediocre, games (Can you say Wargasm?). How come? Obviously,
as with any question not asked by your spouse, there are several answers. Hey,
first of all, we all like pretty stuff. That’s why Rosanne Barr never made
it as a poster child. And that is a prime reason developers and publishers
alike sink lots of time and money into their pixels and polygons. Face it, the
visual and audio ambiance of Grand Prix Legends did much to throw you
into the cockpits of those Ferraris and Lotuses (Lotii?). So too do the knotty
yellow wisp-snakes of Baldur Gate II’s Entangle spell convince the
gamer that Jaheira has in fact rendered her target motionless.
Bottom line, graphics are one of the ingredients that create an
immersive game world. The
Press to Blame? While the visceral pleasure that graphics provide might be the main justification for dumping time and money into pixels and polygons, I think there's a major reason why we see so many visually stunning games on the market: Making games pretty is easy. Path
of Least Resistance By the same token, graphics are easy for journalists to evaluate. Whereas critiquing the combat routines of a role-playing game or the physics engine of a racing simulation takes a considerable amount of experience, commenting on the fluttering leaves in the trees of the latest Test Drive offering takes no skill -- just eyes. And make no mistake, in the age of the Internet gaming site boom, experienced gaming journalists/editors are a thinly spread breed. So, graphics are king (or queen in Ms. Croft’s case). Often great graphics can enhance a game, but just as often, graphical emphasis -- whether in a game or the review thereof -- is a result of developers and journalists taking the easy way out. When that happens, we all lose, especially as long as game publishers think it better to spend development time on polygons instead of play. |
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Copyright 2000, Ola Balola LLC. |
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