{"id":2274,"date":"2010-03-04T03:19:23","date_gmt":"2010-03-04T03:19:23","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2274"},"modified":"2012-03-11T09:56:54","modified_gmt":"2012-03-11T09:56:54","slug":"visual-connection-graphical-perfectionism","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/03\/visual-connection-graphical-perfectionism\/","title":{"rendered":"Visual Connection – Graphical Perfectionism"},"content":{"rendered":"
I reckon that we need to rethink the way we approach graphics in video games. Rather than increased realism, we need increased perfectionism; visuals which are for all their intents perfect. Creating realistic-looking games only works against the grind of perfect graphics, as the higher the aim for realism, the greater chance there is of landing in the all too familiar uncanny valley.<\/p>\n
\n
What do I mean by \u201cperfect graphics\u201d though? Good point. Allow me to illustrate with a list of random games which I personally consider as visually flawless.<\/p>\n
\n
\n
Each of the listed games are artistically beautiful, with no (or incredibly little) imposition from technical limitations. None of the above games can benefit greatly from increased graphical fidelity. In fact, better graphics would probably make House of the Dead II<\/em> less effective, because it’s a game which ravishes in the graphical constraints. The low resolution textures actually serve to make the world more unappealing.<\/p>\n \n The graphical direction, that of perfection, seen in the above games are what we ought to be striving for, rather than pidgeonholing ourselves towards realism. Marvel at the screenshots below as examples of this perfection:<\/p>\n <\/p>\n <\/p>\n <\/p>\n <\/p>\n <\/p>\n