Separator
Rejecting Realism: What Video Games Can Learn from 19th-Century Art
Brett_new_profile
Wednesday, October 13, 2010

Critics have tossed plenty of plaudits at the downloadable action-RPG series DeathSpank. It's funny. It's hilarious. It will have you ROFL until you PYP. Rumor has it co-creator Ron Gilbert spends 10 minutes each morning shoveling praise for the game's humor off his driveway just so he can get out of the house.

Less remarked upon is the game's visuals. To enter the world of DeathSpank is to get punched hard in the gut: Its beauty leaves you breathless. Gilbert and his (former) team at Hothead Games have eschewed complex polygons for brushstrokes, utilizing a full palette of purples, oranges, and other surprising hues to imbue the jungles, deserts, and "really high mountains with snow on the peaks" with shimmering life. Even the most banal detail, like a cobblestone path, has a painterly quality to it. Objects such as trees and buildings, meanwhile, look positively Potemkin in two dimensions. The overall effect is like turning the pages of a pop-up book.

For me, that's what lingers of DeathSpank -- long after the quests have been completed and the punchlines forgotten. The experience can't be replicated in any other medium. And it has me wondering whether the makers of Generic Big-Budget Shooter XYZ are after the wrong prize. Maybe a unique take on reality -- and not reality itself -- is the holy grail for video games.

For proof, all we have to do is look at another medium that faced a similar quandary in the 19th century: painting.

 

Put yourself in the shoes of an artist in the mid 1800s. If someone wants a portrait or a still-life to hang on the wall, you're the only game in town. You can command the richest people on earth to sit for hours at a stretch in order for you to accurately record their likenesses. It's a pretty sweet gig.

Enter the photograph. Suddenly people can render in minutes what takes you days with a paintbrush. You no longer have a monopoly on representing reality. What to do?

You innovate. You expand the definition of painting itself. If you're Monet, you say that painting is the depiction of light and how it affects perception. If you're Van Gogh, you say that painting is the expression of a mood. From the cubists' breakdown of form into near abstraction to Jackson Pollock's painting-as-performance and on through to the present day, painting has morphed from the primary mode of representation to one that consistently challenges it. In other words, artists today are less concerned with portraying reality on a canvas than they are with trying to interpret it.

The video game industry is at a similar crossroads. Computing advances mean that game developers can come this close to believably rendering the real thing. And so ambitious and deep-pocketed companies are engaged in an arms race to realism, in the hopes that...what, exactly? That someone will mistake a game for a movie? That they won't realize they're playing a game at all? Just why are game companies so obsessed with representing reality?

Because here's the kicker: Video games aren't movies, and they never will be. I don't care how many polygons you cram onto a Blu-Ray disc. You can throw a hundred programmers at me armed with buckets of silicon and months of crunch time...and I can pull out an iPhone 4 and record an HD video in seconds -- you know, video of actual human beings, with the quivering spark of life behind their eyes and nary a misplaced texture or canned animation among them.

So why bother? Why not follow the lead of artists 150 years ago and expand the definition of what video games are? Spirit us to worlds the lens of a camera can never reach. Interpret reality for us in a way we never expected, like DeathSpank does. And above all, remind us why video games have carved their high-score initials into the hearts of millions of people in the first place.

 
15
BRETT BATES' SPONSOR
Comments (12)
Img950653
October 20, 2010


I wrote a VERY SIMILAR article last year, Brett! Great minds, huh?



http://www.bitmob.com/articles/where-do-video-game-graphics-go-from-here-ill-tell-you-part-1



 

Brett_new_profile
October 20, 2010


@Paul: Haha, for sure! That means we're right. =)


John-wayne-rooster-cogburn
October 13, 2010


Brett, I love this article. Similar thoughts have crossed my mind previously, and even recently, and I can't help but wonder why the industry isn't pursuing what it can do best: envelop players in a fantastic world that is completely unlike our own. 



Video games need to stop trying to be anything other what they are. This is, by far, the best article you've ever written (in my opinion). Great job.


Photo-1
October 13, 2010


I would like to second Chris in saying that I love this article. I've always thought Deathspank's visuals striking, but to be honest (and I guess this is somewhat hypocritical), I never considered that a valid enough reason to sit down and actually play the game. I'm starting to rethink that. I can think of plenty of other visually experimental games, but which ones come to mind for you? I'm curious.


Brett_new_profile
October 13, 2010


Aw, thanks, Cosmo. That made my day.



Michael: Thanks, too! To answer your question, some other downloadable games immediately come to mind: Braid, PixelJunk Eden. I think it's easier for these smaller games to take a risk because (a) there's less riding on the line and (b) they're constrained by file size, so they couldn't play with the big boys in the realism game if they wanted to.



Heck, if you wanted to extend the idea, you could look at any game before, say, the polygon era. With just a few pixels to push around, those designers managed to create some truly beautiful work.


Eyargh
October 13, 2010


Good shit, Brett. I always enjoy reading your stuff. This piece combines my nerdy passions for art, video games and history and, as usual from you, it's short, sweet, and straight to the point..


October 13, 2010


I definitely agree with this article wholeheartedly. Some of the most visually striking games that stick with me are those that eschew realism for a stylized approach. To this day I still demand that World of Warcraft is absolutely beautiful and one of the best realized atmospheres in gaming, despite the fact that I haven't touched it in over a year and its graphics are technically half a decade behind. While realism has its place, as with any art form, I love when a game takes a stylistic leap, such as Jet Set Radio. You can just tell when a designer has really put their heart into a certain style and it pays off so well in the end. 


Robsavillo
October 14, 2010


I agree as well, and I'm surprised that no one's mentioned Borderlands yet. Gearbox did exactly what the thrust of this article advocates: They dropped the "realistic" approach mid-way through and revamped the graphics with a unique art style in mind. If there ever was a case study, Borderlands is it.



Although, I do think that a lifelike approach works for some games. I certainly wouldn't enjoy Aliens vs. Predator as much with a stylized palette in place of the gritty realism from the films.


Bm_luke
October 14, 2010


A visual theme is far more enjoyable than pure realism, and not just because Brett wrongly believes that computers will never outpace cinema (meaning he either has too little faith in hardware progress, or too much faith in an industry where Keanu Reeves is paid millions of dollars.)  The quest for realism has created a thousand gritty brown shooters and I only bought one.  Not even the sequels to that one, just that one.



Brand-new visual styles reach out and grab you: the cartoony TF2, the truly glorious shine of Mirror's Edge, the art of Okami, the cel-shading comic aciton of Viewtiful Joe, and too many more to count.  Inventive art isn't an exclusively indie province!  When I see something so new in any direction I have to try it, and while that attitude's not limited to art that is the first thing I'll see when searching for something to buy.


Brett_new_profile
October 14, 2010


@Rob: Borderlands is a great example. If I turned this into an extended essay, I would definitely include that game. Team Fortress 2, Mirror's Edge, and some of the other games mentioned by you guys are, too.



@Luke: It depends on what you mean by "outpace." My point was that while technology will likely be able to replicate reality precisely at some point...why bother? If it can be down more easily and for significantly less money, what's the point? Just to say you can? I'd rather game companies innovate in other ways.


Andrewlynes
October 14, 2010


I definitely agree with the spirit of this article, if not exactly with the conclusion. I think it all depends on the game. Graphics are how developers visually represent their vision of a game. I think Rob's point about the importance of realism in certain situations is a good one. If a developer wants to try to recreate the feeling of real-life battle (like in COD), then realism is the way to go. Or consider a game like Fallout 3, where Rob's wish for "gritty realism" is especially important. On the other hand, Super Mario Galaxy's graphics wonderfully enhance the whimsy and playfulness of the experience.



So what I mean by agreeing with the spirit of your article is that yes, there is perhaps too much of an emphasis placed on realism rather than other graphical styles. But the dichotomy I think you've raised between realism and romanticism isn't quite the correct one: it should simply be between good and bad art direction -- what graphical style fits for each particular game.


Me_and_luke
October 15, 2010


I really enjoyed this article, Brett.  



It's rather sad that it took this long, but I really did not care about art direction in games or art in the real world until I played Braid.  That game completely changed my outlook on art styles and life itself (alright, that may be a bit overly grandiose of a statement, but I stand by it :D ).


You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.