12-10-2005, 07:55 AM | #21 | |
The Thread™ will die.
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12-10-2005, 08:53 AM | #22 | |
Iconoclast
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Now everything looks the same. 3D killed the visual arts because until recently it has been too primitive to allow the freedom to do so. The real problem now is that games have become too expensive to gamble with so we are stuck with sequelitis and bandwagon syndrome and independent developers (adventure games?) don't have the talent or the balls to do something different. |
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12-10-2005, 02:12 PM | #23 | |
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As for the originality in the graphics, I think it's pretty clear you don't actually understand just what makes Doom 3 tick. The lighting in that game is the graphics, essentially. Every light source is placed with the shadows they'll cast fully in mind, which is why user-made maps have been so ugly in comparison. In terms of in-game lighting, Doom 3 made some huge leaps, both technically and artistically (and for many visual arts lighting is exceedingly important, which is why the advances Doom 3 made matter). Ironically, it seems you're paying attention to the technology rather than what's actually being done with it. And why does plot matter? Music doesn't have plot. Paintings don't have plot. Sculpture doesn't have plot. Architecture doesn't have plot. Many forms of poetry don't have plot. Photographs don't have plots. Would you argue these things aren't art? Plot is hardly a requirement for art. Of course, this doesn't matter anyway since those games do have plots, albiet basic ones. But I see no reason for a game to require a plot to be art. You're working from an extremely limited definition of "art" here... one that, in fact, excludes many accepted and established forms of art. |
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12-10-2005, 05:20 PM | #24 |
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"FOR ME, I CONCIDER, IN MY OPINION". READ & UNDERSTAND before you jump on me! ****ing retards
Last edited by ILoveYou; 12-10-2005 at 05:30 PM. |
12-10-2005, 05:25 PM | #25 |
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"Screw you guys, I'm taking my ball and going home."
Your words aren't being twisted, they're being replied to. If you don't want anybody to reply to something you've said, don't post it in the first place. |
12-10-2005, 05:31 PM | #26 | |
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12-10-2005, 05:41 PM | #27 | |||||
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12-10-2005, 05:43 PM | #28 |
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You know, you're the only one being insulting here (while everyone else is, you know, trying to discuss things) so telling me to "grow up" is rather strange. Calm down, you're getting riled up over nothing.
Edit: Ah, and you edited out your insults. Of course, you replaced it with rambling nonsense, but hey. |
12-10-2005, 05:45 PM | #29 | ||
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12-10-2005, 05:48 PM | #30 |
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Of course, this was after you said that certain games had no originality, no this, no that, etc. You also said "I concider games to be art, something that tells you a story" and I took issue with this definition, in a civil way with no personal insults. Then you started flipping out because someone disagreed, started namecalling, insulted the board (which you deleted, but it was "**** this board" or something along those lines), and generally started being condescending as hell.
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12-10-2005, 05:49 PM | #31 | |
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Doom 3 is a long-winded story of horror - Quake 4 is "go here, shoot this" Doom 3 uses light and darkness in a way I have never seen before - Quake 4 doesn't really use light and darkness in any particular way Doom 3 uses many tricks to make the player feel small and scared - Quake 4 uses many tricks to make the player feel powerful The graphics are very similar, the engine is basicly the same, and they are both FPS' who are a bit lacking in the story and puzzle department. Don't the similarities stop there? Back on topic, I agree with the animation comment, but I would also like to say that making life-like or fluid animations, and more so, animation systems, is very very hard and time-consuming. Making the animation systems hasn't become easier the last years, we only have more CPU cycles to throw at it, which isn't really a big bonus in the animation department. I'm looking forward to the day when these systems for manual creation of animations aren't needed in computer games, where a more modular system is applied to make characters make the movements needed to obtain a goal. For example: The goal of the character is to walk, so it has to know to contract it's muscles in a particular fashion to move it's legs, and maintain balance. This is far into the future, and requires vastly superior AI to the industry standard per the status quo though. |
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12-10-2005, 05:50 PM | #32 | |
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[QUOTE=sethsez]
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Yes, I edited. That's because I don't wanna get banned from this board. No, I didn't insult you because you disagreed, I insulted you because you put words in my mouth and twisted them. You obiviosly didn't even read what I wrote, you just took some sentences out from their contex and "disagreed". Last edited by ILoveYou; 12-10-2005 at 05:58 PM. |
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12-10-2005, 05:51 PM | #33 | |
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12-10-2005, 05:53 PM | #34 | |
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12-10-2005, 06:03 PM | #35 |
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@Sethez: I really don't consider DOOM 3 as artistry at all. It is all black, with very bland character models. Lightning effects in games are technological advancements not art. I think you are confusing the 2. I would call ICO
art, or a game like Okami art, both in terms of their graphical style and their emotions. (Okami judging by what I know about it from previews). Compare these with this: I personally do not consider black metallic corridors and lighting, and high res normal mapping to be art. Nor did Doom 3 instill any emotion in me while playing it, except that of complete boredom. And on another note, I don't think we can compare today's market with that of the 90's. In the 90's, games cost about a 100,000 to make, so you only needed a couple 10's of thousands of copies sold to make a profit. Now the numbers are daunting. We are talking about 20 millions in some cases. That is more than what some budget Hollywood movies cost. So for these high profile games, you need to sell millions of copies or you are screwed. That's why Microsoft is trying to get my mother and dad, and possibly yours, and our sisters (if I had a sister) to buy the 360 by luring them with hearts and backgammon. The current demographic of games is not gonna cut it, and the way the games are being built today, I don't see that changing too much.
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12-10-2005, 06:06 PM | #36 |
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Thank you. That's what I was after in the first place Thank God someone speaks better english than me
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12-10-2005, 06:36 PM | #37 |
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As I said, I don't consider the lighting in the Doom 3 engine to be art, but rather, I consider how the lighting is used in the game to be art. There are many sections where the placement of items and light sources combined to create some amazingly imposing shadows, and since the actual environment was nothing but dull walls and random offices and such, the lighting really had to pick up the slack (this is the first time in a game that this has really been an issue... the play of light and shadows has a large impact in other visual arts, but since gaming had never really been able to do anything with it, it's just been a forgotten aspect). That's why I brought up user-created levels... they're almost uniformly dull looking, because they have awful lighting, which is what Doom 3 relies on.
Now, that's obviously not to say that Ico or Okami aren't art, because they are. But I don't think that gritty realism is inherantly not artistic. Doom 3 isn't whimsical or off the wall, true, but the placement of light sources and objects to create pools of light and shadow is really a very impressive element of the level design. The engine is impressive due to the fact that it allowed this to be done, but what makes it work is the actual execution. With different levels, it wouldn't have worked as well (and it certainly did fall off about halfway through anyway... that shot is from about 75% through the game). For an example of what I mean, watch the scene with the introduction of Frank in Blue Velvet. The room is relatively bland, and lit differently the scene wouldn't have worked at all. But by focusing on a few scattered pools of light, the atmosphere is completely changed. Alien is another obvious parallel, where the lighting was more important than the actual sets. I feel that, in the first 25% of the game (and a few scattered areas later on), Doom 3 really did something spectacular with the arrangement of the lights and shadows. And again... I don't even like Doom 3 as a game. In a way, my arguement ties back into the animation topic. The big picture gets all the attention, while the more subtle aspects that people don't notice but are nonetheless important get ignored. Last edited by sethsez; 12-10-2005 at 06:43 PM. |
12-11-2005, 03:34 AM | #38 |
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I'll just pitch in and say that like Squarejaw, my complete indifference to next gen games is matched only by the sheer amount of polygons being thrown at their HD screens...
If it wasn't for the promise of the next Nintendo, I'd be worried. Regarding animation, apart from the obvious need for more attention to detail and character - something like this, I think, is the solution. Last edited by Ninja Dodo; 12-12-2005 at 06:08 AM. |
12-11-2005, 05:20 AM | #39 | |
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12-11-2005, 05:21 AM | #40 |
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ILoveYou, reread this thread and ask yourself whether any of the "****ing retards" was indeed twisting your words. You yourself noted that English isn't your first language, and it also isn't for, say, 50% of the board members, so all of us (me included) can relate to that. But with that in mind, I suggest you try to restrain from namecalling if you feel somebody is missing your point entirely, because it may be your fault as much as theirs. Thank you.
It's "consider" by the way. Back on topic: SoccerDude, I must agree with sethsez here. The game doesn't have to represent totally unique graphical style to be considered artistic. If Doom 3, and this is coming from someone who has zero interest in this series, uses lightning and shadows in an innovative and effective way, kudos to its makers. To use an analogy, it's like the difference between a unique and grounbreakingly told plot of Eternal Sunshine of the Spotless Mind and typical, but humane and powerful story of Sideways. Both were awarded an Oscar last year, and both deserved it as they show enormous skill of the screenwriters.
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