- 12,405

- Marin County
This will be a long post. I'm writing it because I think that out of all the developers out there, I think that polyphony digital is the most passionate, but I think they are in need of new direction.
Today, for kicks, I decided to pop in NFS Shift (1). I was passively going to compare it to GT5 which is the vastly superior game. However after a while, I totally forgot about my original intent and was just hooked playing the game. I was just driving a stock S2000, but I must have taken it to every single track in the game before I realized I had just wasted a few hours. I can't remember the last time I was this lost in Gran Turismo.
A video game has a tough task to accomplish. It must engage you using only two senses, or in the case of a racing game, two and a half. A television is only capable of reaching you on the basis of sound and sight. Devices like rumble and force feedback begin to add feel to the equation, but it is far from a complete rendition of the real thing. Sight can also add a bit of perceived feel.
So on that basic thesis, the most important two aspects of a video game must be sight and sound. Why then, does Gran Turismo place it's heaviest compromises directly on both of these things?
Sure, technically GT5 totally whips Shift visually. Shift has far fewer polygon models, the texture resolution pales in comparison, and there is seemingly no AA to speak of. But, as Jeremy Clarkson says, this is a big, fully rounded voluptuous but, what Shift lacks in technical brilliance, it by far and away compensates for it with it's absolutely gorgeous artistic direction. Everything from the way the camera moves in the first person view, to the reflections of the wipers and instrument binnacle in the windshield, to the actual field of view, and beautiful material shaders seems to caress the viewer in digital beauty. The environments, too, are stunning. Not just in their attention to technical detail, but again the artistic touches. For example, the sky doesn't really look real to be honest; it looks better than that. There is a reason paintings are so appealing. They can, at their best, be something better and more special than reality. It's all about immersing the viewer in a world the artist creates. Some of the effects in shift border on cheesy and overdone, but overall it is a visual feast that I haven't seen in any other racing game. I can only hope that SMS keeps producing and puts their future games on a better physics engine.
I'm not entirely sure if it is just the Japanese nature of PD and their lack of creativity, but their relentless pursuit of absolute 'realism' (60fps, precise realistic environments, pixel-perfect photorealism) both creates a clinical, sterile environment, but also compromises the game in other regards. I can never feel truly immersed in GT5. It tries too hard to be 'real' and as a result anything out of the ordinary (pixelated smoke, jagged shadows, etc) instantly removes me from the game mentally. There is a very good reason why films run at 24fps instead of a more 'realistic' 60fps. At 24fps you see characters through a vignette to another world. At 60fps, you see actors on a stage. This is true for video games too. Also, GT5 compromises just about everything to maintain this awkward 60fps. Weather detail, particle effects, lighting effects, and sound are all likely negatively effected by the enormous memory hog of 60fps. The jagged shadows would likely be a thing of the past at 30 or 40fps.
On occasion, GT5 can look beautiful. For instance, racing at dawn at the Nurburgring is breathtakingly beautiful...but I can't help but think how much better it could be with a more deliberately designed sunrise. So what if it's faking it? As I implied earlier, there is a reason for the term 'artistic liberty.' Dynamic doesn't need to be sterile. As anyone who has played TES IV, Skyrim can attest, dynamic can be absolutely stunning. There are moments while playing Skyrim that I feel as though I'm looking into a painting. It is absolutely gorgeous.
As an aspiring architect, one thing that I've learned is that technically brilliant drawings never sell a project. Clients rarely even look at them. It's the ones that evoke emotion. It's the renders with the totally overdone sunset and beautifully impossible golden light piercing through. Where is this in Gran Turismo?
The sound thread covers that topic well enough. It pretty much sucks in GT5.
[short version- PD: should stop trying to emulate photography so much and instead indulge in a bit of painting]
Just my musings. This is very much a complaint thread. Deal with it.
Today, for kicks, I decided to pop in NFS Shift (1). I was passively going to compare it to GT5 which is the vastly superior game. However after a while, I totally forgot about my original intent and was just hooked playing the game. I was just driving a stock S2000, but I must have taken it to every single track in the game before I realized I had just wasted a few hours. I can't remember the last time I was this lost in Gran Turismo.
A video game has a tough task to accomplish. It must engage you using only two senses, or in the case of a racing game, two and a half. A television is only capable of reaching you on the basis of sound and sight. Devices like rumble and force feedback begin to add feel to the equation, but it is far from a complete rendition of the real thing. Sight can also add a bit of perceived feel.
So on that basic thesis, the most important two aspects of a video game must be sight and sound. Why then, does Gran Turismo place it's heaviest compromises directly on both of these things?
Sure, technically GT5 totally whips Shift visually. Shift has far fewer polygon models, the texture resolution pales in comparison, and there is seemingly no AA to speak of. But, as Jeremy Clarkson says, this is a big, fully rounded voluptuous but, what Shift lacks in technical brilliance, it by far and away compensates for it with it's absolutely gorgeous artistic direction. Everything from the way the camera moves in the first person view, to the reflections of the wipers and instrument binnacle in the windshield, to the actual field of view, and beautiful material shaders seems to caress the viewer in digital beauty. The environments, too, are stunning. Not just in their attention to technical detail, but again the artistic touches. For example, the sky doesn't really look real to be honest; it looks better than that. There is a reason paintings are so appealing. They can, at their best, be something better and more special than reality. It's all about immersing the viewer in a world the artist creates. Some of the effects in shift border on cheesy and overdone, but overall it is a visual feast that I haven't seen in any other racing game. I can only hope that SMS keeps producing and puts their future games on a better physics engine.
I'm not entirely sure if it is just the Japanese nature of PD and their lack of creativity, but their relentless pursuit of absolute 'realism' (60fps, precise realistic environments, pixel-perfect photorealism) both creates a clinical, sterile environment, but also compromises the game in other regards. I can never feel truly immersed in GT5. It tries too hard to be 'real' and as a result anything out of the ordinary (pixelated smoke, jagged shadows, etc) instantly removes me from the game mentally. There is a very good reason why films run at 24fps instead of a more 'realistic' 60fps. At 24fps you see characters through a vignette to another world. At 60fps, you see actors on a stage. This is true for video games too. Also, GT5 compromises just about everything to maintain this awkward 60fps. Weather detail, particle effects, lighting effects, and sound are all likely negatively effected by the enormous memory hog of 60fps. The jagged shadows would likely be a thing of the past at 30 or 40fps.
On occasion, GT5 can look beautiful. For instance, racing at dawn at the Nurburgring is breathtakingly beautiful...but I can't help but think how much better it could be with a more deliberately designed sunrise. So what if it's faking it? As I implied earlier, there is a reason for the term 'artistic liberty.' Dynamic doesn't need to be sterile. As anyone who has played TES IV, Skyrim can attest, dynamic can be absolutely stunning. There are moments while playing Skyrim that I feel as though I'm looking into a painting. It is absolutely gorgeous.
As an aspiring architect, one thing that I've learned is that technically brilliant drawings never sell a project. Clients rarely even look at them. It's the ones that evoke emotion. It's the renders with the totally overdone sunset and beautifully impossible golden light piercing through. Where is this in Gran Turismo?
The sound thread covers that topic well enough. It pretty much sucks in GT5.
[short version- PD: should stop trying to emulate photography so much and instead indulge in a bit of painting]
Just my musings. This is very much a complaint thread. Deal with it.
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