• AbsolutelyNotAVelociraptor
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    18 hours ago

    I’m not really sure it’s completely like that. In the early 2000’s we had “beautiful” games (aka the most advanced graphics that technology could afford) but games were fun.

    Devs invested in graphics, but they also invested in innovative formulas, in gameplay… You could tell a game was unique and beautiful.

    Today, AAA games are just a checklist of things that must be included (almost none pointed at making the player have fun) with an incredible level of detail that makes every single leave of every tree move independently from the rest.

    • taladar
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      17 hours ago

      The main problem with pretty graphics is that you actually lose out on the kind of variety a more abstract graphics style would allow, e.g. by distinguishing objects in a textual description you can have millions of distinct objects (e.g. in something like Dwarf Fortress with its item and character descriptions), much more than you could if you had to represent everything graphically.

      • AbsolutelyNotAVelociraptor
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        17 hours ago

        Indeed. Today’s problem is that graphical fidelity takes so much of the development time and resources that the rest of the aspects of the game are completely left aside.

        Yeah, I can count how many freckles this character has in their face, but that’s all these games offer now, and I don’t need to count freckles, I can do that in real life. I want to have a good time with the game.

    • brsrklf@jlai.lu
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      17 hours ago

      In the early 2000’s we had “beautiful” games (aka the most advanced graphics that technology could afford) but games were fun.

      You only remember the good ones. There has always been a lot of games that look good or even impressive, but play like crap.

      Today there are still critically acclaimed games that happen to look good too. They’re a tiny minority, but it’s always been like that.