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Depending
on your point of view, photo-realism is either a scourge or a grail.
The drive for it has come to dominate the visual aesthetics of
videogames, and current technology seems to be pushing us very close to
a peak. Limited markets and rising development costs, however, seem to
indicate a gaping abyss. So will photo-real games be well crafted
marvels of technology, or feats of economic hubris infused with
mediocre gameplay? Will they be the ferryman to conduct yet more
development studios across the Styx?
The
photo-real push is obviously important to many people within and
surrounding the game industry, as demonstrated not only by the
persistent trend in commercial development, but also by work such as
the System Shock 2 mod Rebirth, which replaced some of the models with curvier versions, designed for more powerful machines than the original game.
Yet
increasingly, the push is sneered at. Among some of the gamers I know,
the latest graphical offerings get little more than apathy. Critics
cite rising development costs and the potential of different artistic
goals, and are generally scornful of industry resources being poured
into visually superior concrete and monsters. Nonetheless, they seem
dangerously close to drowning under the effusion of marketing
departments and most players.
In
what appears to be a fit of turnabout, gamers often murmur "Of course,
it's all about gameplay" when graphics blunder oafishly into the
conversation. Well of course, interactivity is more fundamental to the
medium than most if not all other parts of it. We'll always stand by
gameplay: but it's graphics that will be handcuffing us to the bed
during our next "business trip."
The
industry and the market are bewitched by the idea of more pixels and
polys. Higher visual quality is fair enough, but why is it equated with
better stabs at photo-realism? What's the point of aesthetics at all?
If they don't matter, how come E3 can sucker-smack a "wow" or two out
of so many gamers each year? Why, after gushing over how good stuff
looks, do we hypocritically trot out that almost apologetic load of
bollocks about gameplay moments later?
I'm
guilty of it. I think it's time that particular conversational old dog
was taken out back and shot. By no means am I suggesting that
aesthetics are the very substance of games, but obviously, "it" is not all about gameplay. I suspect even the most fanatical ludologists have been watching tech demos with the curtains drawn.
We
may not know a great deal about what they are or exactly what they do,
but aesthetics are clearly important to us. As a phenomenon, aesthetics
have manifested in every culture and sub-culture throughout history,
and furthermore survived the demise of each. From food through to music
and architecture, all of our possessions and many of our experiences
are purposely shaped by designers for aesthetic as well as functional
purposes. Aesthetics pervade all media, and games are no exception.
The
general value of aesthetics is not derived from any one particular
style, as evinced by the massive variety in historical and contemporary
design. So why do games seem to focus so singularly on photo-realism?
Could it be that, because games lend themselves to simulation of
reality, their aesthetics meekly follow? Are designers choosing a
default option at the expense of aesthetic variety and potential?
Join me for this not entirely thorough survey of the visual aesthetics of videogames.
Fantasy & SF Affliction
So
what's going on at the moment? In addition to gritty real world
settings, games suffer from a lot of default Fantasy and SF imagery.
There have also been many 3D cartoons around for the past decade or so
in the form of Crash Bandicoot, Spyro, et al.
This
seems to copy the aesthetics on show in a large portion of other screen
based media, and maybe this could be instrumental in popularising the
relatively new cultural form of games. However, are games really
limited to "video" and "cartoons"? Pared down to just those two
categories, games may seem tragically limited when compared to the
aesthetic variety of other visual media.
Easily
said. Trawling my memories of film for aesthetic variety is a somewhat
barren endeavour, and it seems like a worrying omen for game aesthetics
that I have to ferret around outside of mainstream cinema. Rotoscoped
orks in the 1978 Lord of the Rings certainly weren't a high point, though the technique was used to much better effect in Waking Life, where live action was not only made to look like animation, but also actively distorted and enhanced by it. Films such as Run Lola Run and Amelie exhibit warped, surreal colour palettes that would translate easily into current game worlds. Sin City
was a significant and radical modification of the Film Noir aesthetic,
and furthermore was expertly translated to film from the comics of
Frank Miller. It's in that field that we can find significantly more
aesthetic variety.
The work of comics creators shows massive diversity: Jim Woodring, Tom Gauld, Chris Ware, Paul Pope, Peter Kuper, Mary Fleener, Robert Crumb, and Kyle Baker
differ greatly in terms of colour, line, effects, and viewing angles.
They represent a fraction of the variety in comics, which in turn are a
fraction of the print media surrounding us. Within that vastness is
found a staggering array of visual aesthetics, most of which can
translate fairly comfortably into 2D games. Good examples are Orisinal, N, and De-Animator.
Of
course, though a graphic design tool such as flash easily lends itself
to aesthetic experimentation, the potential illustrated by print
translates into any 2D game, for instance Project Rub, Spheres of Chaos, and Vib Ribbon.
Clearly,
games do not preclude aesthetic variety. Furthermore, the aesthetics of
games are not merely to do with HUD and menu graphics, but are about
the way in which game worlds are presented. There's a lot to explore,
as we're no more aesthetically limited to photo-realism than we are
bound to simulate realistic processes with our game mechanics.
So
why is there no renaissance of imagery in computer games? The kind of
games shown above seem to be a distinct minority in comparison to War FPS Iteration Y.
With
regard to 3D game aesthetics, the strongest traditional media
connection is sculpture, which has luckily become jam packed with
aesthetic variety in the last century or so. Michelangelo may have
produced fantastically realistic marbles, but even a cursory glance
into the recent annals of sculpture reveals the work of Henry Moore,
Barbara Hepworth, Andy Goldsworthy, Joan Miró... the list spirals
outward, widening with it the staggering aesthetic potential of three
dimensional craft and representation.
Take just one example: Marino Marini,
who, among other things, was known for sculpting young men riding
horses. Some are fairly traditional representations, somewhat realistic
and heroic, but his later work on the same subject developed into
nightmarish and decidedly abstracted forms. Far from "realistic",
nonetheless still recognisable as horses and riders.
The
tools a sculptor or painter uses to make abstracted work can be the
same ones with which they might strive for realism. The same is true of
2D and 3D game content production tools: they are just as usable to
produce abstract and symbolic content as they are for photo-real work,
perhaps even more so.
Taking
a historical perspective though, could the peak of realism in any form
of media also be a plateau that acts as precursor to wider
experimentation? The push towards "realism" is visible in many forms.
Film has climbed from silent, grainy, low resolution black and white to
high definition imagery accompanied by surround sound. Sculpture and
painting both emerged from rough neolithic beginnings to the eventual
high fidelity representations of the Renaissance and following periods.
Similarly, because in the beginning hardware limited representations to
simplistic abstractions, the pixelated sprites of early game design are
the equivalent of cave paintings.
So
how is our progress toward photo-realism? We obviously aren't there yet
and won't be for some time to come. Take anything that's currently at
the leading edge of the photo-real push, such as Project Offset or Unreal Engine 3.
You'll certainly find some very pretty and visually impressive stuff,
but it's still not quite good enough to dupe. Despite claims of
cinematic quality, you can still see polygonal outlines on models, if
you look. Photo-realism will have been achieved when, as a photographer
and level designer, I can swap those two parts of my portfolio and
actually fool people.
All
3D games that have so far been a part of the photo-real push are
actually cartoons of an oddly lit, particularly angular style. That
style could always have morphed in various directions, yet at each
iteration of Moore's Law, developers threw what they had as far toward
realism as they could.
The
photo-real push is almost as established a part of game culture as
shooting or driving, and for some it is becoming just as tired. Maybe
though, games have to push all the way to photo-realism before
intentionally pushing away from it becomes more than a marginal
pursuit.
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