Déjà doo-doo: Charting the chronic familiarity of video game landscapes

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Wednesday, November 07, 2012
EDITOR'S NOTEfrom Rob Savillo

Have video games felt a little too "on rails" lately? Brian argues so, with great insight, and segues into a thoughful discussion of the drab, colorless worlds that we're no longer given the freedom to explore.

Horse (and buggy) power

Yes, today’s popular genres are covered with the fingerprints of gaming’s forebears. This is a conclusion few would deny. Whether or not that is such a bad thing is another question. Putting that debate aside for a moment, let's return to the brown-and-gray issue, a problem that some would blame on a lack of computational horsepower.

At first blush, this seems to be an odd scapegoat. Isn’t the thrust of this article founded on the assumed (and untapped) limitless of current technologies? Eight-bit darlings aside, have we ever seen a console generation so blanched of color as the present? Even looking at the previous cycle, the libraries of the PlayStation 2 and the original Xbox display a rainbow-like richness contrasted against today’s grayscale slogs.

Phil Ra, however, in his tech-minded gamasutra article on the topic, points his finger squarely at what he deems current consoles’ most glaring deficiency: lighting. Or, more specifically, real-time indirect lighting. In short, Ra cites the very ability of modern landscapes to approach photorealism that means any defect, no matter how slight, can throw things askew.

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Has graphical horsepower led us down this road?
 

Think of this effect as the environmental equivalent of the “uncanny valley.” Due to this shortcoming, the “mere presence of saturated colors” destabilizes the image and “shatters immersion.” Consequently, developers lean heavily on washed-out tones and textures to suppress or airbrush over these lapses in verisimilitude.

Still, we have reason to hope, according to Ra. He notes the introduction of a wider palette in Uncharted 2 resulting from programming workarounds. And, of course, with the next console generation nearly upon us, we’ll soon see just how much slack we can cut current titles.

While looking ahead, it’s easy to imagine one unintended consequence of this brown-and-gray band-aid: Its success may signal its cementing. The gritty, dishwater look of modern games may become a preferred aesthetic or, at least, an acceptable one. Just as the 8-bit past has etched itself in the hearts of the old-school crowd so to may today's youngsters cling to the spectra of their formative years.

Whether or not these muddy earmarks find a longterm following, any shortcut to profits that publishers can latch on to will remain on the table. If they see dollar signs with this aesthetic, both in streamlining art and asset production, by tapping a proven market to its fullest, they’ll milk it 'til it’s dry. No one in the boardrooms of today’s major game companies wants to be the one to slaughter a cash cow. The one thing that does the most to keep them in the gray is the fear of falling into the red.

Are non-rose-colored glasses forever destined to be gray?

Maybe it’s always been this way to some degree. There were extensive periods of cinematic history wherein a few genres dominated, such as westerns, musicals, and film noir in the '40s. English literature has had similar spells. There were decades during the 1800s, for instance, when few popular tales ventured outside melodramatic territory involving marriage and family.

Whether stemming from technological flaws, a development community creatively bankrupt, or the tether of thematic roots, the relative youth of our hobby means that the video game history books of 100 years from now will feature an index of fads and flavors as varied and undulating as those of other mediums.

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Can nostalgia taint our enjoyment of the present?
 

More fundamentally, is the essence of what I’m wishing for even ultimately possible? Is it a question hinging on longstanding philosophical chasms rather than the simple willingness or inability of game developers to plot another course?

To wit, could mine be simply a manifestation of the overfamiliarity with the world in general one sees during the journey into adulthood? The ennui of a longtime gamer passing through a landscape, physical and social, that has been fully ferreted and trampled by routine and made stale through jaundiced eyes? A pinning for a return to the wonder inherent in youth?

Or, have we only scratched the surface of a slow and intractable shift in the aims of this industry and the expectations of its audience? Has ours become a lockstep downward spiral? The internal echo of a round of Simon Says becoming so tangled to as make the source not only untraceable but moot?

To even attempt to get to the bottom of these questions, we’ll need to examine the lives of games that boldly deviate from the redundancy.


Stay tuned for part two of "Déjà doo-doo: Charting the chronic familiarity of video game landscapes."

 
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Comments (7)
Bmob
November 05, 2012

"Did they think we would be so hypnotized by the clichéd narratives, so distracted by our itchy trigger fingers, as to quell that urge to burst through the repetitive artifice?"

Yes, because we are. Well, I'm not, but the sales tell the story.

The slightly funny and incredibly annoying thing is that the much-maligned JRPG genre--forever lambasted as stale-- has many, many examples that buck this trend. Star Ocean: The Last Hope has colour seeping from every pore. Verdant forests in abundance, an ocean horizon that genuinely left me awe-struck for the first time in years... admittedly a lot of inside areas are generic sci-fi grey, but there's enough of a punching of colour to buck the Western trend somewhat. Final Fantasy XIII and XIII-2, even. They weren't half as successful as I'd have liked, but the variety of colourful landscapes would have Mario blushing.

Infinite Undiscovery had a smattering of beautiful dungeons. Lost Odyssey, too (http://lostodyssey.wikia.com/wiki/Side_Quest:_Crystals_From_the_Crimson_Forest). Even Magna Carta 2--which has a decidedly dreary landscape--makes some distinction with fantastically exaggerated characters and the full spectrum of yesteryear's special effects.

And then there's Blue Dragon, Tales of Vesperia, and Eternal Sonata. Three stunning, crafted games. There are a dozen unique and vibrant areas in each, epitomised by an art style that isn't afraid to take risks.

If you want more good looking games, buy them. They're there, but they're dying because the masses flock to Call of Duty every year.

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November 05, 2012

"They're there, but they're dying because the masses flock to Call of Duty every year." 

Very true. In fact, I intend on touching upon the Japan issue in part two. Whether or not you agree with those who are ready to sign Japanese developers' death certificate (I'm not just yet), it's hard to deny that the influence of Japan on our industry as a whole is no where near what is was just 5-10 years ago. I'd argue that the dearth of this creative presence in our current visual vocabulary is a hefty share of the problem.

And, as you mentioned, we're fortunate enough to still see a number of colorful JRPGs every year, thanks to the efforts of Atlus, Xseed, and a few other niche publishers. Too bad companies like Square-Enix and Nintendo (who have the budgetary and marketing muscle to help these type of games find a wider audience) more and more often either stick to uninteresting retreads or fail to localize their more innovative titles.

As I said, I'll dig a little deeper in part 2. Thanks for you thoughts.

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November 07, 2012

I'm glad you mentioned Nintendo because they finally published and released one of their more interesting looking games in Xenoblade Chronicles. You'll be amazed at how much freedom there actually is in that game.

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November 09, 2012

I'm glad that finally happened. Though, one troubling aspect is that it took the petitioning of the Operation Rainfall taskforce to twist Nintendo's arm into doing so. That says that Nintendo didn't believe the market for such a game was significant enough to invest in it's localization.

Fortunately, NA sales doubled Japan's, which hopefully means it won't take such a groundswell effort next time Nintendo's faced with such a decision.

Too bad the community wasn't able to prevail upon the big N to bring over Mother 3, eh?

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November 08, 2012

It's not even just relegated to gaming. To me eyes, at least, there have been a growing number of movies and TV shows (especially in the action and horror genres) that have hit the screen with hyper-sharp focus, desaturated colors, and (in many cases) blown out whites.

It seems to be an overall trend in all manner of visual media, and it's gone from an avant garde style decision to being the norm. Not a huge fan.

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November 09, 2012

Agreed. Though I tried to limit my focus to games, Hollywood has become plagued with many of the same problems as video games, and often, I think, for similar reasons.

Is it just a conicidence that the genres you mentioned -- action and horror -- are ones more likely to employ computer graphics? If part of the problem is the need to conceal the artificiality of computer generated imagery, then we should see these limited hues replaced with wider palettes once sufficient advances in horsepower arrive. 

Then again, if these monochromatic visuals become part and parcel of the above genres, then it may mean their cementing for some time. Not only that, but as I alluded to in the article, if it means more money and a longer production schedule, then, from the perspective of a media company, why not go the cheaper route, since it's established as not only acceptable, but bankable?

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November 09, 2012

I hadn't really put together the high percentage of CGI in the movies and shows with the washed out pallette. Hmmm… That seems to make sense, given the theory behind why it occurs in games.

And I do agree with the feeling it's not going anywhere any time soon, for pretty much the same reasons you put forth here.

By the way, I must admit, it's one of those things I've noticed, and been cognizant of, but hadn't put the brain cells together to articulate. Thanks for the great article.

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