If you're involved in this medium at any level, you've probably heard someone utter the infamous phrase 'Graphics don't matter' or something of the like. There is an ounce of truth to this statement as a games graphics don't necessarily make it a good product, however, I'd like to take the time to acknowledge the place of art in games and the people who bring our passion to life. When I say "Art in games" I should specify. Games in themselves are an art, and anyone who contributes is in some way an artist. This post, however, will focus on the visual art that can drastically enhance or diminish a players experience. A few weeks ago, renowned studio Naughty Dog launched their newest standalone Uncharted experience Uncharted: The Lost Legacy …show more content…
It's the whole package. This game's visuals, however, raised the following thought as I played... "The people who make this happen are brilliant". I'm a programmer. I write code, I discuss algorithms, and I implement solutions to technical problems when needed. It's what I like to do, moreover, I don't think I'll ever be able to possess the skills to produce such a graphically appealing environment, but you bet your ass I appreciate the people who do. As a programmer, how far would I really get without the talent of visual artists? I could come up with some pretty sweet ASCII art games or I could implement some basic GUI code using a framework, but that doesn't quite provide the engagement or immersion of a game as beautiful as The Lost Legacy. Games like Horizon: Zero Dawn, The Last of Us, Journey, and Gears of War 4 create a beautiful and immersive world through the use of robust environments, beautiful textures, intricate object meshes, and wonderful lighting. To say this doesn't greatly enhance the users' perception of the game is downright ridiculous. With that being said, It's worth noting that games can of course still be wonderful without a high level of graphical fidelity. The Fallout series is one of the most popular game series of the last 10 years, and although they are indeed great games, they aren't exactly known for their
In the Article “Why Video Games Are Works Of Art” Kyle Chayka states his views on Roger Ebert’s argument made in the article “Video Games can never be art.” In Eberts article he says that video games are something that can be won, and include rules and objectives, where art is a visually pleasing, and emotionally powerful experience. As a result in Ebert saying this, Chayka comes back and states many of the things he has experienced in video games. For example, he states “I’ve stood at the top of a grass-blown knoll overlooking the sea, a view that stretched to cover a land of sprawling islands traversed only by my sailboat and me. I have played a musical instrument that controls the wind. I’ve been a sword-wielding teenage adventurer, a ghostbuster,
Tom Bissell, in his essay, “Extra Lives: Why Video Games Matter” has described video games and how they are unique and different from movies, books, or even interactive films. Bissell says “I came to accept that games were incompetent with almost every aspect of what I would call traditional narrative.” This is showing the readers that even though there is a plot and story line, as characters can control and alter the story line or outcome by what you do or see throughout the game.
Throughout the years, video games have been produced in mass numbers, allowing players to live in different worlds and experience different themes, narratives, and imagery. When making synthesized observations about these games and narratives, many games are much more similar than we could have ever considered. Viewing these games using rhetorical themes allows us to distinguish what is closely related and what provides the game with its narrative. While conducting an analytical review of three games, Depression Quest, Night in the Woods, and What Remains of Edith Finch, we will examine the differences between gameplay experiences, visual imagery, and narrative emotional impacts on players. While evaluating gameplay experiences, we will compare
Introduction: Hello ladies and gentlemen. Today I have the honor of introducing a man who has influenced the lives of many through the questionable art form of video games. Originally, it was not Dan Houser’s intention to become a game designer, but over time he became fascinated with storytelling. Dan’s brother, Sam, was working for a music label that was trying to branch out into games, and Dan was allowed to join. Eventually their game, Grand Theft Auto, was released. The sales were marginally good, but the label lost too much money and decided to sell
How does a virtual city in a video game represent art? Art is seen everywhere; the architecture, the faded graffiti created by rival gangs, and the interactive characters’ clothing designs. These two video game examples alone prove the ever-growing technological representation of art in video games, whether it is a fantasy world full of colorful, exotic plants or a gritty, realistic setting where crime and graffiti scatters throughout. Video games use visuals as well as use creative media to explore and represent art in gaming.
Normally when one thinks about observing a creative activity they immediately think of sports or the arts, their mind being flooded with images of dancers gliding across a stage, painters swiping their brush across a canvas, or strong-abled bodies dribbling a ball down a field. All of these activities are undoubtedly creative, but as American society has grown and changed with advancing technology, so has the way people are able to engage in creative processes and events. In the last fifty years, the gaming world has exploded, bringing with it a new form of creativity. From electronic gaming to board games and live action role playing games (RPG), these new forms of competitive entertainment have been laying the foundations for a new outlet of creativity.
As an avid video game enthusiast it is always fascinating to witness the gaming world evolve as modern technology seems to continually outpace expectations of what can be reproduced in a virtual medium. Gone are the days when a fraction of the entertainment world included lazily playing pong or pac-man on a cumbersome arcade console. Today, with the technological boom, the video game industry has evolved to include a plethora of gaming genres, bent on maximizing entertainment and profit. However, despite such exponential growth, this particular form of entertainment has remained in the shadow of traditional forms of amusement, such as television broadcasting or the movie industry. Yet, with the release of the game Call of Duty: Modern
Hideo Kojima is the creator, writer, director and producer of a number of hugely successful video games and is recognized as one of the most influential game designers in the industry. He began designing video games during a time when the medium was still relatively new, and many of his friends and colleagues discouraged him from exploring these untested waters. Although his early career was filled with rejected game ideas, he persevered against the naysayers and rose to become the Vice President of one of the largest game publishing companies in the world. He started his game design career with Konami and made his first breakthrough when he modified a combat title called ‘Metal Gear’ into a more stealth oriented game, marking the beginning
Perfection of the Formula Naughty Dog's four-pronged method of game design established in the earlier entries returns in their most refined incarnation yet. Uncharted 4 is equal parts cover-based shooter and platformer with an emphasis on vertical ascension; with puzzle sequences and elaborate set-pieces rounding out the experience. Therefore, you'll love Uncharted 4 if you're already a fan of the series, and it will deliver exactly what you want from it. This also means that, while Naughty Dog has strived commendably to refine the elements constituting Uncharted's gameplay experience to ensure it feel as fresh as ever, some of the series' idiosyncrasies prevail.
There are several video games on the market today, and while all can be fun in their own right, there are those games that rise above in terms of popularity, or success. While it may be hard to determine all of what makes a game fun to consumers, there are certain qualities of popular games that surface more commonly than others. There are companies that attempt to scientifically determine a game 's overall “goodness,” based on these qualities as well as individual qualities that set it apart from other games.
Visually the game is still recognizable as Fallout 3 but only just. The art style is quite different than the main game and previous DLC but is let down by the linear layout of the levels. The alien computers and corridors are suitably sci-fi looking
Books, typically the fictional ones, employ a reader’s imagination to create a sort-of open world in their mind, adding characters to an existing storyline suggested by the author. I find it exciting that as we delve deeper into the depths of the book, we are not only exercising our imagination but also allowing our brain to interpret information the way we want it. Thus, one reader’s experience may vary greatly to another. This is rarely the case when it comes to video games since everything is on the screen. Albeit this being on a whole different level, I believe that the perception of the open-world should be broadened to include books and not only limited to video games per
Games and story, which on opposite sides of the interactivity. After reading a paper named “Games Design as Narrative Architecture” by Henry Jenkins, I think controlling the balance of gameplay and storytelling is important to game designers if they want to design a game with narrative. For this essay I will be analysing two completely different examples, focusing on their narrative and gameplay in order to explain this issue. In addition to this, I will also provide some games I have played and combine the theories in this paper and other books to analyse their different ways to create immersive narrative experience in the game.
Video games are an ever-growing franchise that is constantly undergoing change. Ever since the dawn of video games, new consoles, games, developers, and teams have come together, fallen apart, triumphed, and failed. What is it that has allowed some to thrive where others failed? Several different factors have changed and influenced the world of gaming, including the history that is continuously being written, the people who have built the games behind the scenes, and, of course, the actual video games themselves. Numerous video games have been more successful than others, but identifying what components set the successful apart from the unsuccessful is something definitely worth observing.
I think the most effective way of learning for me is visual learning. It is the easiest way for me to learn things. I think that academic honesty is of the most educational philosophies because it allows trust between the student and the teacher. I wish that I had better work ethic but I usually procrastinate on my work. Even when I procrastinate I always get my work done on time. I am a shy person and I don’t really like participating in class discussions. I also don’t really asking questions or sharing ideas with the class because I guess I’m just not that type of person that does that.