Comments on: Realism http://tleaves.com/2004/11/19/realism/ Creativity x Technology Sat, 17 Mar 2012 05:09:58 +0000 hourly 1 http://wordpress.org/?v=3.3.1 By: jlamb http://tleaves.com/2004/11/19/realism/comment-page-1/#comment-739 jlamb Mon, 04 Sep 2006 23:53:43 +0000 http://tleaves.com/?p=241#comment-739 "Just like its kissing cousin "open-endedness", "realism" is best used in small doses (by comparison, you'll never hear someone say "There was a bit too much fun in this game, for my taste.")" I don't understand this so-called comparison. It explicitly implies that "realism" and "fun" are somehow opposite ends of the same scale. As if the greater the level of abstraction, the more fun a game becomes, which is ridiculous. Neither realism or abstraction by themselves have much to do with how fun a game is. Abstract games tend to be more conducive to current human-computer interfaces, which are inherintly binary (keyboard) or 2-dimensional (mouse). At most we have joysticks and gamepads which can combine the two with a some success. But it is more the poor sensory feedback computers can give us that creates a barrier with more realistic experiences (referring to world physics--player movement, object handling, field of vision, environment design). Regarding comparisons to movies, I believe there is some overlap in the sense that both strive to create a "cinematic experience," the cathartic reliving of some experience we cannot or would not do ourselves but are nonetheless curious. They also both rely primarily on moving images and sounds to convey the experience. There is a monumental difference however in the way audiences engage with the media. Movies are by their nature a passive medium and absolutely require their own specific techniques to absorb and immerse the audience. The interactivity of games transforms the way meaning is created through the experience. It *requires* the audience to actively engage, not only in the "physical" interaction and decision making, but also in how they interpret and formulate meaning from it. This is not black and white. There is a wide spectrum between completely passive and entirely abstract entertainment (anyone who has watched their MP3 visualizer WITHOUT any music playing for an hour can tell you that), and a hyper-realistic simulation of leading a fire team through a house-clearing mission in Kosovo. The design of the most successful and endearing games could probably be arrived at by imagining how a situation would appear in our reality, and abstracting the rules and mechanics as necessary to fit the technological constraints of the delivery platform, and the desired focal point of the experience. “Just like its kissing cousin “open-endedness”, “realism” is best used in small doses (by comparison, you’ll never hear someone say “There was a bit too much fun in this game, for my taste.”)”

I don’t understand this so-called comparison. It explicitly implies that “realism” and “fun” are somehow opposite ends of the same scale. As if the greater the level of abstraction, the more fun a game becomes, which is ridiculous. Neither realism or abstraction by themselves have much to do with how fun a game is.

Abstract games tend to be more conducive to current human-computer interfaces, which are inherintly binary (keyboard) or 2-dimensional (mouse). At most we have joysticks and gamepads which can combine the two with a some success. But it is more the poor sensory feedback computers can give us that creates a barrier with more realistic experiences (referring to world physics–player movement, object handling, field of vision, environment design).

Regarding comparisons to movies, I believe there is some overlap in the sense that both strive to create a “cinematic experience,” the cathartic reliving of some experience we cannot or would not do ourselves but are nonetheless curious. They also both rely primarily on moving images and sounds to convey the experience.

There is a monumental difference however in the way audiences engage with the media. Movies are by their nature a passive medium and absolutely require their own specific techniques to absorb and immerse the audience. The interactivity of games transforms the way meaning is created through the experience. It *requires* the audience to actively engage, not only in the “physical” interaction and decision making, but also in how they interpret and formulate meaning from it.

This is not black and white. There is a wide spectrum between completely passive and entirely abstract entertainment (anyone who has watched their MP3 visualizer WITHOUT any music playing for an hour can tell you that), and a hyper-realistic simulation of leading a fire team through a house-clearing mission in Kosovo.

The design of the most successful and endearing games could probably be arrived at by imagining how a situation would appear in our reality, and abstracting the rules and mechanics as necessary to fit the technological constraints of the delivery platform, and the desired focal point of the experience.

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By: Andrejs http://tleaves.com/2004/11/19/realism/comment-page-1/#comment-738 Andrejs Wed, 05 Oct 2005 00:40:26 +0000 http://tleaves.com/?p=241#comment-738 Of course hyper-realism is boring... But I think the quest is not for that, but for believability... It doesn't have to be realistic to be believable... it just has to have some sort of sound logic that ties everything together... even that last statement isn't entirely true, but I think that is part of the gist of it all... Of course hyper-realism is boring…

But I think the quest is not for that, but for believability…

It doesn’t have to be realistic to be believable… it just has to have some sort of sound logic that ties everything together…

even that last statement isn’t entirely true, but I think that is part of the gist of it all…

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By: Grand Text Auto http://tleaves.com/2004/11/19/realism/comment-page-1/#comment-740 Grand Text Auto Mon, 06 Dec 2004 19:31:54 +0000 http://tleaves.com/?p=241#comment-740 <strong>Hard to Believe</strong> Robin Hunicke attended last week's Game Tech industry seminar, I assume circumventing the $2450 registration fee :-). The gathering was comprised of a Creating Believable Characters Seminar and a Game Tech Leadership Summit. She wrote up a great t... Hard to Believe

Robin Hunicke attended last week’s Game Tech industry seminar, I assume circumventing the $2450 registration fee :-) . The gathering was comprised of a Creating Believable Characters Seminar and a Game Tech Leadership Summit. She wrote up a great t…

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By: Tom Bloodgood http://tleaves.com/2004/11/19/realism/comment-page-1/#comment-737 Tom Bloodgood Fri, 03 Dec 2004 04:52:43 +0000 http://tleaves.com/?p=241#comment-737 Another game that had a "if you die, your dead forever mode" was Diablo II. They called it Hardcore and it made the game quite a bit challenging. Another game that had a “if you die, your dead forever mode” was Diablo II. They called it Hardcore and it made the game quite a bit challenging.

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By: Alex Groce http://tleaves.com/2004/11/19/realism/comment-page-1/#comment-736 Alex Groce Mon, 22 Nov 2004 01:36:27 +0000 http://tleaves.com/?p=241#comment-736 You could argue the same issue is ongoing in the fiction-writing world, too, if anyone really reads hyper-realist minimalism. Some folks even did good things with insane levels of realism (beyond the "realist" novel which wasn't/isn't, and was at least as technique-ridden as the movies). But in games, you're right--the answer's pretty much dead obvious. The ancient Magic Candle games sometimes came down on the wrong side of this--who didn't hate it when terrible consequences followed forgetting to set up a "rest" sequence just right, and have enough people fix their weapons? You could argue the same issue is ongoing in the fiction-writing world, too, if anyone really reads hyper-realist minimalism. Some folks even did good things with insane levels of realism (beyond the “realist” novel which wasn’t/isn’t, and was at least as technique-ridden as the movies).

But in games, you’re right–the answer’s pretty much dead obvious. The ancient Magic Candle games sometimes came down on the wrong side of this–who didn’t hate it when terrible consequences followed forgetting to set up a “rest” sequence just right, and have enough people fix their weapons?

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