martes, 2 de mayo de 2017

What matters most in a video game, story or graphics?



Video game lovers attend a truly golden era in which we especially enjoy options. Options that cover all types of genres and approaches and that nevertheless make us consider if in video games of success matters more history or graphics.

They are two of the big variables that usually turn a video game into a success (or a failure), and generate all kinds of trends and debates that not only affect the big productions of the segment, but also that other "indie face" In which the role of video game is claimed as an artistic work that goes beyond entertainment.

Surveys make it clear: shooters and graphics to power

The Entertainment Software Association (ESA) released a few days ago its annual report on the state of the video game industry in the United States. This report analyzed trends and sales figures by type of game, and although various sectors claim that history is the important thing, the data revealed otherwise.

The conclusion was overwhelming: who buys games does it primarily motivated by graphics, while price is the second factor to consider. That there is also an interesting story or premise as background is the third of those reasons for success, while something less relevant were other sections such as the possibility of playing online (surprise), that the game is part of a saga or based on Experiences and past games.

Juegos

That report also analyzed success by gender, and there was a clear favorite: shooters accounted for 27.5% of all games sold in 2016, while 22.5% were action games. Less relevant are RPGs (12.9%), sport games (11.7%) or adventure games (7.8%), for example.

These figures also condition the developments that large and small studios are launching: turn-based RPGs are being abandoned for titles that combine RPGs with action games, and so does single-player RPGs in favor of online RPGs Multiplayer to take advantage of all those factors that seem to attract players and, above all, sales.

Ventas2


Another interesting fact, even if it leaves the scope of this report, was the one that affected the sales formats of video games, which are increasingly acquired in digital format: 3 out of 4 games are bought to be downloaded, and only 1 Of every 4 is bought "in box".

That the graphics are shocking can nonetheless prove to be a problem when it comes to creating too many expectations about the video game. It happened for example with 'Mass Effect: Andromeda', whose captures were impressive but that once in game sinned of animations very badly realized that yes, they finished correcting itself.

How far can a good story come in a video game?

In The Atlantic they wondered recently if this new obsession to turn video games into a way to tell stories really makes sense. The author does not seem convinced, and in fact speaks more of failures than of achievements.

Insist

In that story to take a background to the video games are striking attempts like the recent 'What Remains of Edith Finch' for PS4, one of the most remarkable examples of the so-called environmental storytelling, the "environmental storytelling."

This type of approach to video game narrative tries to solve some of the limitations of video games, and in a certain way "directs" us to go through that story as we advance in the game. It does this through puzzles, decisions (conditioned) and achievements that build that already pre-defined frame.

Is that bad? Not necessarily, we believe: cinema proposes stories that you can not leave, while in games, with their limits in space or interactions, the possibilities not only expand (and rhythm, of course): they also do a lot More immersive.

It was pointed out by Dave Gilbert of Wadjet Eye Games in an interview saying something interesting:

"Video games get something that other forms of storytelling can not get." They get you into the experience.You are the one who makes things happen, or situations happen to you.It's not easy to do it right, but when you Does well there is no experience like that ".

There are clear examples of how what the player does influence the narrative itself. It happens for example in 'Until Dawn', that our companions of Extra Life praised by subjects like that power of decision.

Creative directors also have faith in the ability of video games as ways of storytelling. Jon Ingold of Inkle Studios explained that "for me, games are the most fascinating medium available right now to tell stories," something Luke Whittaker of State of Play ('Lumino' City ') who also stated that "video games are the most exciting and fluid medium that has ever existed."

Techniques such as those procedural worlds that have become famous with titles such as 'No Man's Sky' and 'Destiny', which do not necessarily contribute to building the story but automatically add a lot of content that brings " Randomness' to the whole environment, so that the development of the game is much less predictable

Thiswar

The truth is that this narrative is not only possible: it is what is turning some games into small works of art that go beyond easy entertainment (eye, without losing respect for that entertainment). It is the example that give us titles like 'That Dragon, Cancer' - which took us to a journey through the suffering that those who have someone close to cancer in their lives - or 'This war of mine', that took us to the Terrors of war. With their lights and their shadows, these games set the right guideline. The same thing happens with 'Firewatch', which Rubén Márquez described as a masterful lesson in narrative.

In fact, in recent times, the role of the "narrative designer", which is already a particularly relevant post in the development teams of a video game, has become increasingly relevant. Such as 'The Last of Us', 'The Last Guardian' or 'Bioshock', a game that a decade later continues to influence the genre with its sequels, like Bioshock Infinite.

That role adds to that of the art director, much more traditional in an industry that of course has long sought to strike the balance between the narrative and the graphics or atmosphere of the games. In fact, we show the importance of this section of the design when we check how for Horizon: Zero Dawn the development team (Guerrilla) hired an exclusive person to write the secondary missions.

Narrative could be the key to the future

Fame is played by the big blockbusters of the FPS world or real-time strategy games: the graphics, the atmosphere and the action convert to titles like 'Overwatch', 'Battlefield 1' or 'League of Legends' in the Most popular in the online game and of course in the increasingly popular segment of eSports, but not just graphics is man fed.

Red

In fact the narrative remains that argument that allows to turn a game into a true work of art. One that endures beyond pure fun. We have seen it in the past with great productions, but also with small jewels that precisely stand out for being with which independent developers can compete with the big ones: for their creativity and narrative.

The world of video games is not likely to change radically: players' preferences are well defined by the studio we initially referred to, so shooters and action games or RPGs seem to have the battle won. Now it is necessary that these genres take advantage of the fact that a good narrative can turn them into something more than good games.


No hay comentarios:

Publicar un comentario

Nvidia Max-Q: Laptops to play three times thinner and three times more powerful

Hello Gamers, today I leave with a very powerful laptops, which surely every gamer wants to have to play anywhere, most may prefer des...