LordTheNightKnight said:
Honestly, I hate that, not because of the Wii neglect (which I hate separately), but because it's the wrong priority. How detailed the graphics are never make a game great, as such games become dated the next gen. It's how great a time you have playing a game, regardless of the content or genre. That's what makes the greats.
Yes, this is off topic, but it shows what matters in gaming. Many games from previous generations got touted as deep art like Heavy Rain, and most are forgotten, with only a few being remembered due to also being great to play (like System Shock).
If Cage focused on a game that was hella great to play first and foremost, any art and graphics added onto it would just be gravy.
|
The graphics vs gameplay dicothomy is a boring simplification. Even talking about art is misleading. The keyword being experience.
Everything that is conductive to an entertaining, moving, satisfying experience is good.
That can come from pure addictive gameplay mechanics and replayability a-la Tetris. It can come from hinting at worlds and stories with various methods of character building and storytelling and visual trickery.
A generation later, Farhenheit/Indigo Prophecy is certainly dated graphic-wise, and yet
a) we're still talking about it and the direction it chose. Someone hates it, someone likes it, and its many shortcomings are really glaring. And still we're talking about its underlying idea because it was a bold interesting move and for many an interesting expereince.
b) today its tech is dated, and yet that doesn't mean that the graphics could just be "added on top". Putting it bluntly, that game could not have been made in the 8-bit era.
So let's stop with the naive idea that tech is just a glazing you can add in various amount over game design. Technology and game design have a much more complex interplay.
Elite could not have been made on a ZX81, but was great as soon as its mechanics and design could be implemented on Spectrum/C64/Apple ][. It did not gain much on the Amiga or Atari ST, but the added capabilities allowed Braben to design Elite II:Frontier on those machines.
Half Life 2 relies on the underlying visual/physics tech and is designed around it. Shadow of the Colossus stresses the capabilites of the PS2 and would have been impossible to achieve on anything less technically apt for most of what made it what it is design-wise (the vistas, the world, the scale showed a story instead of telling it).
Downplaying tech to irrelevance is naive. Saying that storytelling or artstyle is authorial masturbation (see Malstrom) is close-minded. I want different experiences from my so-called video-games, and not all of them, not every day, are arcade gameplay ones. If that's all you want, good for you, there's excellent choice out there, but I can't see why you should be defining for everybody what experiences are good and what not.