Style = Substance

As new technologies are created, computers get faster and advanced rendering techniques are developed, the urge to bring video game graphics closer to realism seems to be growing stronger. But should this be the driving force behind the aesthetics of modern video games?
As a person who probably spends more time observing video games than actually playing them, I feel strongly that it should not. The emphasis behind the push for more realistic graphics is understandable. Since their inception, video games have allowed us to do things in virtual worlds things we can’t do in the real world. It’s the great escape. By bringing more realism to the industry, there’s a chance that the vicarious experience of the player will be strengthened. If people look like real people in a game (assuming the game involves humans), we can more easily feel like we are controlling a feasible situation. Is this idea really necessary though? We all know it’s a game (hopefully). There would never—and I would argue should never—be a time when we can’t discern the difference between a video game and real life. Regardless, there will always be an effort to create more and more realistic graphics. And I don’t think that’s a problem.
That is, as long as it isn’t considered the bar to reach for ‘good’ graphics. Aesthetics in games are obviously an important part of crafting the gamer experience. So what’s the best way to enhance a game with its graphics? My answer would be stylistic propriety. What is the appropriate graphic style that is most suited to the rest of the game, including the story, game play, and genre? These are questions that are always asked in the film, television, and especially comic industry, and they should be asked first and foremost during the artistic process in the gaming industry as well.
A favorite game of mine is Legend of Mana from Square. It didn’t have the most compelling story—it nearly had no story at all—or the most innovative game play and it was definitely not difficult (which was fine with me). But every single background in the game was hand-water colored and absolutely beautiful. I’d never seen a game with such a personal touch to the graphics. I beat that game probably 3 or 4 times simply because I wanted to unlock every possible level just to SEE them. See, for me, the game was exploring this gorgeous world and hearing the great soundtrack and generally just having fun. As a package, it has always been one of my favorite gaming experiences.
One of the more common stylizations in games today is cel-shading. It was first seen in Jet Set Radio for Dreamcast and has since been used in many others. Personally, I think it has been overused. It seems like any time a game has a ‘cartoon’ aspect to it, cel-shading seems to be the preferred rendering method. But to me it should be used in the same way 3D realism should be used: in a way that effectively accents and emphasizes the other aspects of the game. A good example of this is the upcoming MMORPG Champions Online. Cel-shading in a game about superheroes makes sense because it reminds us of classic comic styles that used thick black line work, blocky shading techniques, and intense colors. But I think there should be more of an effort to push the envelope of rendering techniques. Why not try to render halftones or black “ink” shadows to reinforce the classic look? I think my problem is the idea that cel-shading “as is” is good enough to go with.
I really enjoy the graphics of the recently released Street Fighter IV. They use a similar cel-shading technique in that the characters are outlined, but the rendering is much grittier on the characters, almost giving them a hand drawn or two-dimensional look. To me, it does a good job of resurrecting the original 2D graphics of Street Fighter II, mixing them with a little anime, and bringing it all into the modern gaming world. By doing this, they help emphasize what the Street Fighter series has embodied for so many years. It’s like the designers looked at cel-shading, acknowledged that it was a good start, but also realized that they need something more to really make the game look right.
But if you want to look at recent games, the real treat is MadWorld for the Nintendo Wii. First of all, the Wii has since it’s creation been much maligned for its lack of graphical prowess, so a game with such incredible style to be exclusive to the system is pretty incredible. It goes to show that successful aesthetics in a video game has less to do with the power of the machine and more to do with the creativity of the design team. MadWorld is a gritty, bloody game about a man with a chainsaw. So what better color scheme than the primal black, white and red? I love the super high contrast environments paired with over the top splashes of blood. Would this game have been as renowned had they tried to make it as realistic as possible? Probably (definitely) not. It was inspired in part by Frank Miller’s Sin City, a franchise that, while excellently written, manifested its identity largely through its unique and gritty artistic direction. I think the same holds true for MadWorld.
Before I finish I want to touch on remakes. Recently Square Enix remade the SNES classic Final Fantasy IV into a DS game that had entirely 3D graphics and nearly realistic cut scenes. Was it kinda cool to see those original characters in a way that we as real people can visually identify with? Sure, I think so. But was it necessary? Call it nostalgia, but I think if it ain’t broke, don’t fix it. And if you HAD to remake it, why not try to channel Yoshitaka Amano’s incredible concept art instead of going for straight up boring realism? At this point, the game has changed in a way that it no longer holds its original spirit. It doesn’t matter that it was just 16-bit. It was the game’s identity, and changing it changes the game. Would Kefka in FFVI have been near as creepy and maniacal without his creepy 16-bit body and creepy 16-bit laugh? You be the judge.
I think 3D realism definitely has its place in the video game industry, and so does cel-shading. But let’s not forget how we got here, and let’s think about where we’re going. Games are an art form. We need designers out there to push the envelope, rock the boat, and generally shake things up. Don’t be satisfied with the status quo! If I wanted to watch real people do unreal things, I’d watch a movie. There can be so much more done with games.
If you know of any awesome art in games, leave a comment. This article is hardly comprehensive, and is based on my observations. I want to know what is out there!
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