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[-] SnotFlickerman@lemmy.blahaj.zone 84 points 2 weeks ago* (last edited 2 weeks ago)

There are a number of theories why gamers have turned their backs on realism. One hypothesis is that players got tired of seeing the same artistic style in major releases.

Whoosh.

We learned all the way back in the Team Fortress 2 and Psychonauts days that hyper-realistic graphics will always age poorly, whereas stylized art always ages well. (Psychonauts aged so well that its 16-year-later sequel kept and refined the style, which went from limitations of hardware to straight up muppets)

There's a reason Overwatch followed the stylized art path that TF2 had already tread, because the art style will age well as technology progresses.

Anyway, I thought this phenomena was well known. Working within the limitations of the technology you have available can be pushed towards brilliant design. It's like when Twitter first appeared, I had comedy-writing friends who used the limitation of 140 characters as a tool for writing tighter comedy, forcing them to work within a 140 character limitation for a joke.

Working within your limitations can actually make your art better, which just complements the fact that stylized art lasts longer before it looks ugly.

Others speculate that cinematic graphics require so much time and money to develop that gameplay suffers, leaving customers with a hollow experience.

Also, as others have pointed out, it's capitalism and the desire for endless shareholder value increase year after year.

Cyberpunk 2077 is a perfect example. A technical achievement that is stunningly beautiful where they had to cut tons of planned content (like wall-running) because they simply couldn't get it working before investors were demanding that the game be put out. As people saw with the Phantom Liberty, given enough time, Cyberpunk 2077 could have been a masterpiece on release, but the investors simply didn't give CD Project Red enough time before they cut the purse strings and said "we want our money back... now." It's a choice to release too early.

...but on the other hand it's also a choice to release too late after languishing in development hell a la Duke Nukem Forever.

[-] RageAgainstTheRich@lemmy.world 22 points 2 weeks ago

I honestly feel like this with Genshin Impact. It looks absolutely breathtaking and in 20 years it will still be beautiful. It runs on a damn potato. I personally like the lighting in a lot of scenes way better than the lighting in some titles that have path tracing.

I have always liked art styles in games better than realism.

[-] stephen01king@lemmy.zip 13 points 2 weeks ago

In what world does Genshin runs well on a potato? Unless you have a different definition of potato than me. My Galaxy S10e can barely play the game, and it's not even slow enough to be called a potato

[-] MHLoppy@fedia.io 12 points 2 weeks ago

Might be talking within the context of PC gaming, where even a relative potato will beat the performance of a flagship phone.

[-] HollowNaught@lemmy.world 2 points 1 week ago* (last edited 1 week ago)

Sure, but I'm still going to say "fuck mihoyo"

[-] Ashtear@lemm.ee 16 points 2 weeks ago

Unfortunately, Cyberpunk is exactly the kind of product that is going to keep driving the realistic approach. It's four years later now and the game's visuals are still state-of-the-art in many areas. Even after earning as much backlash on release as any game in recent memory, it was a massively profitable project in the end.

This is why Sony, Microsoft, and the big third parties like Ubisoft keep taking shots in this realm.

[-] sp3tr4l@lemmy.zip 11 points 2 weeks ago

Just wanna throw Windwaker into the examples of highly stylized art style games that aged great.

this post was submitted on 26 Dec 2024
152 points (92.2% liked)

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