• EldritchFemininity@lemmy.blahaj.zone
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    19 hours ago

    What they’re talking about is what I call “The Wind Waker Effect.” When the GameCube was first announced, they showed off a trailer that included a realistic looking Link fighting Ganondorf to show off the power of the system. When the Wind Waker was announced and shown to the public, fans were furious. They didn’t want some cartoony Zelda game, they wanted that photo-realistic Zelda game that they had been teased with years before! When Wind Waker came out, it was universally criticized for its graphics. Today, it’s considered one of the best looking Zelda games of all time and was the main inspiration for the art direction of almost every Zelda game after it - including Breath of the Wild.

    If Nintendo had made that “photo-realistic” Zelda game, it would look nowhere near as good nor be as fondly remembered today, because “photo-realistic” in terms of video game graphics is an obsession with graphical fidelity, not artistic quality. That’s why photo-realistic games from the same era are remembered as the “real = brown” era of games. It’s a technical or hardware question of “how many polygons can we fit in this character’s facial pores”, not taking something fake and making it seem real through art direction.

    • drosophila@lemmy.blahaj.zone
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      13 hours ago

      The Neverhood literally consists of photographs, it is as photorealistic as it is possible to be, and yet it has a very strong art direction. More modern titles like The Midnight Walk, Keeper, and Felt That Boxing are similar, though they are actually rendered rather than consisting of photographs and video. On the other side of the coin there are some visual effects that are quite abstracted from realo, but are also very GPU intensive, showing that just because an image doesn’t look like a photo doesn’t mean that its necessarily easy to render (note, that video is a human authored algorithm, not AI, though they do compare it to AI video generation).

      I used to have the same opinion that you express, but I think this was only ever really true in practice during the brown era, and not before or after. In fact some games like Thief 1&2, Half Life 1&2, and the Chronicles of Riddick were trying to be as photorealistic as possible at the time of their release, but are now pretty commonly praised for their “stylization” today. For example, the deep blacks and stark contrast of stencil shadows vs what you get with more modern lighting. I am reminded of a Brian Eno quote:

      Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided.

      We are even seeing some nostalgia now for the pissfilter era, though that’s not an enthusiasm that I share. I suspect that we will eventually see TAA ghosting and ray tracing artifacts, that are currently much hated, be recreated in a controlled way as a stylistic choice. In particular I think that Control will eventually be praised for the way that it basically incorporated ray tracing artifacts into its art style, by using sparkly mineral walls and a dreamlike atmosphere.

      • EldritchFemininity@lemmy.blahaj.zone
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        9 hours ago

        What I was trying to say was that they were making two completely different points. When companies talk about “realistic” graphics in games, it’s always about the graphical fidelity, not about art style, direction, or aesthetic, and that steers the entire narrative of the conversation around “photo-realistic” games.

        What memes like this are trying to say is that having a good style and strong art direction trumps pure graphical fidelity every time. Whether your game looks like Crysis or Super Metroid doesn’t matter as much as having clear design direction, and conversely, slapping 4k textures on everything won’t matter if your game has no design direction.