Skip to main content

What does a good game consist of? (part 4)

Graphics in games

Many argue(including my brother) argue they believe graphics is as important as game-play. I think while good graphics can be awesome, especially when combined with good physics. However I believe you can get as far in quality of the game without good graphics, or even further.

Why so? Let's take a look in comparison to other game qualities:
-physics: laws of physics are universal and you can't make them any better with graphics; same goes for space games, physics win there over graphics and if you tried to code a game while relying on graphics, you would spend ten times longer making good physics
-immersion: let's be honest, good immersion is a rarity and focusing on graphics instead of game-play only further negatively affects the immersion
-story telling: in role playing games, no quality of graphics will substitute for a good lore system,
as quests have really nothing to do with graphics or even user interface
-user interface: you may be surprised, but nicely put quest journal will not help a lot if the story isn't well written and organization of the story(such as grammar and paragraphs) can be made even in a text adventure
-level design: believe it or not, even awesome landscapes can be created if you're a good architect or modeler or just good at coding a quality level designing program(instead of coding a quality graphics engine or use an existing one)...unreal engine is a good example of a level designing engine
-fear factor:while some believe graphics is a necessary component in Doom 3 to create a scary environment and monsters, I enjoyed playing it at 800x600 resolution on low graphics
-music:there's tons of great music which doesn't accompany great game graphics, not to mention games themselves
-stealth factor: personally I think if you tried to observe beautiful scenery while playing Hitman or Metal Gear you would quickly get caught/killed

In conclusion, you will live if you don't make a next-gen graphics engine(or use one).

Comments

Popular posts from this blog

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0

Level design basics, part 7

Meta files Meta means in between. Wild hard ware and soft ware connection. A game design level document is just documentation; it is normal text. Actual level files however are en coded. Not normal text, in other words; which is why they are a lot harder to make. Forests for example are hard to put into a text file. Trees are real world eco systems that are the source of nature and life. It is one thing to put a real world object into a game, what is even a LOT harder is putting one, for example a tree into a text file. Source code is just sofware, it is nothing but encoded writing, which is why to put it into soft ware is not exactly easy, but has been done many times before. However, putting source code directly into hard ware is a completely different thing. That's where meta files come in handy. Meta files are clay ware. They work very similiar to a human brain. Like a connection between software and hardware. A meta file contains level game design documentation and level code....

Coding

I find it extremely hard to code a game. It gets worse than that. I also have to do the game design, UI design, level design and the story. Basically lots of bugs, lots to learn, lots to design. The good news is I have a teammate and she works on level design and story. Helps a lot regardless there is tons of work to be done before even first of the three Trix games gets published. I sometimes work even 12 hours a day. Yikes!