The Role of Graphics in Games
Posted: 02 Mar 2008, 00:11
So as to not derail Mr.D's, but to continue this rather interesting discussion, ill make a new thread. Ill quote WZ in the entirety so people know what im responding to.
When playing with radar dots, you lose all sorts of information- unit facing, turret facing, hp and related stats (Such as reload, XP, EMP, all the other stuff that shows up with jK's widget). Even if it just comes down to determining a units role and use, an icon is never going to convey the information an animated 3d model can (The aforementioned yellow stripes, for example).
More importantly though, it is a terrible waste of an awful lot of work. If the majority of models are not even seen in game most of the time that is a terrible, horrible shame. Such beautiful and painstakingly crafted models should be enhancing the game experience, not swept away as an impediment to it.
It is my firm belief that graphics should exist within a game to convey meaningful information to the player in a clear and accessible fashion. It is perfectly possible to create attractive artwork that serves this purpose, and the attractiveness of the artwork is enhanced through its connection to the gameplay itself (Though, i have my doubts over the s3o format and/or springs method of rendering it).
Id cite Homeworld as an example of a game that remains breathtakingly beautiful, massive in scale, easy to play, and represents meaningful gameplay information in a graphically stunning fashion.
In my opinion, resorting to playing with radar blobs is sort of like admitting that your graphics are unsuitable for the actual game and giving up. This is what Supcom did, essentially conceding that the game is unplayable at the scale they wanted it to be fought on (IE, a realistic scale) and that you would have to play Defcon Advanced in order to get any gameplay quality out of it. If you are going to take that approach, you might as well save your graphics for pre-rendered cutscenes and save yourself the CPU power.Warlord Zsinj wrote:Heh, Saktoth, that's why you should use the icon system we specially designed so that you can easily identify your units from a distance
You can see a shot of that striped pattern from a bit further away here. Same dark map though. I mean, most people would identify items by silhouette/profile and shape at a distance, rather then yellow stripes. The reason why I have included yellow stripes on that unit is mostly for the use of new players who can identify that it is a "support unit", not a combat unit (something I've tried to carry as a motif throughout the SW:IW textures). Further, as I said, we've got a radar dot system in place where modders can provide plenty of control in terms of UI from a distance, allowing players to identify their units at range using radar dot UI. I know when I'm playing competitively I'll generally have my unit view distance turned down very low for ease of control. I only turn it off when I take screenshots.
When playing with radar dots, you lose all sorts of information- unit facing, turret facing, hp and related stats (Such as reload, XP, EMP, all the other stuff that shows up with jK's widget). Even if it just comes down to determining a units role and use, an icon is never going to convey the information an animated 3d model can (The aforementioned yellow stripes, for example).
More importantly though, it is a terrible waste of an awful lot of work. If the majority of models are not even seen in game most of the time that is a terrible, horrible shame. Such beautiful and painstakingly crafted models should be enhancing the game experience, not swept away as an impediment to it.
It is my firm belief that graphics should exist within a game to convey meaningful information to the player in a clear and accessible fashion. It is perfectly possible to create attractive artwork that serves this purpose, and the attractiveness of the artwork is enhanced through its connection to the gameplay itself (Though, i have my doubts over the s3o format and/or springs method of rendering it).
Id cite Homeworld as an example of a game that remains breathtakingly beautiful, massive in scale, easy to play, and represents meaningful gameplay information in a graphically stunning fashion.








