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Gears of War is an example of a developer using the philosophy of less equals more. They did a wonderful job of using subtle optical cues to manipulate gamers into ignoring missing detail. Black backdrops are ignored in favor of the dark dull colors that seemingly blend into the darkness. That same dark dull color pallet makes the gamer see gorgeous detail that just is not there. The third person perspective limits the viewable environment. All of this means less has to be rendered in the game environment. With the player usually being unaware.

I think it is a credit to the quality of the developer that they could make the game work with such subtle cues. However most game developer are hardly that skilled, and most game types do not lend themselves to such devices. Were Gears a first person shooter, or played out in a more brightly lit locale. Chances are the perception would be very different.

That said Gears of War really is an exception to the rule. The developer thanks to design choices got to cut a lot of corners. Had they been forced to fill in those corners the games development costs would have been much higher. Basically they only had to render half a world so half the cost was to be expected.