Thursday, August 18, 2011

Do Better Graphics Make Better Games?


While L.A. Noire (r/gameswap'd for Star Wars: The Force Unleashed and Heavy Rain) and Catherine (friend swapped for Dragon Age: Origins) lie in wait of a playthrough - not to mention the new Dragon Age II DLC and Bioshock 2 DLC I've bought, but haven't played, and the Fallout: New Vegas DLC I've nearly finished and have to review - I spent an inordinate amount of time with Crono Trigger, replaying the 16-bit classic for memories and love.

It forced me to think: do better graphics make a better game?

With new games, graphics are often a huge selling point: the ability to create and immerse a player in distinct and lushish environments is part of what makes the game worth it.  However, indie developers (and some big names, too) have rejected this notion - the simplier, easier times might have a place left after all.  Consider the success of Scott Pilgrim or Megaman 9, which embraced the chunky graphics of old with a new niche.  Or hell, MINECRAFT for that matter.

In fact, there are many times in which the graphical beauty of a game, while pretty to look at, distracts from the game itself.  Form and functionality.

Graphics also deny the player's imagination in the same way television and films do for books.  If the representation I am given of Link in The Legend of Zelda is an 8-bit pixel mess, my mind bridges the difference.  In Twilight Princess, there's nothing for my imagination to do: for the game has done it already.  For a game embracing a concept of realism (Heavy Rain, for example), this is a make-or-break thing, but for fun, and unrealistic worlds, why bother with the realism of the hairs on a man's head if I'm already accepting the disbelief that I can carry seventeen different swords?

16-bit sprites really embody the best of both worlds: enough definition to give you a start, but not so much as to disrupt your imagining of a character.  Maybe that's why Crono Trigger got a chunk of my time.  Or maybe because the graphics were limited, programmers felt more willing (or able) to give the story and dialogue the time they needed to be perfect.

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