Are Cutting-Edge Graphics a Double-Edged Sword?
A while ago, the principal rendering engineer of Crytek, Nicolas Schulz, came out to speak about the current state of graphics in videogames, and how the gaming populace feels about it. “As opposed to the times of the original Crysis, we as an industry have reached a quality level now where it is getting increasingly more difficult to really wow people,” he said. “That said, there’s still enough areas to explore and we will definitely keep pushing the boundaries as much as possible.”
This is important to note as, merely a year and a half ago, the CEO of Crytek himself came out to say that graphics “make up 60 percent of a game”. So, if Crytek believe that graphics are a huge selling point of games, yet believe that it’s getting harder to amaze people with graphical prowess, does that mean videogames are doomed?
Well, no.
It only takes a scroll down the comments section (an action that is never recommended) to see what gamers really want from their games. People talking about this topic have a majority opinion that graphics aren’t, in fact, the leading cause as to why people purchase and play videogames. And I have to agree with them; it’s not the reason I do, either. So, if gamers are becoming more and more resistant to being “wowed” by graphics, what does that mean for the games industry?
The problem is, the graphical arms race is taking a toll on games as a whole. Companies are dumping more and more money into the development cycle of games, in order to keep up with the technology and produce the best graphics they can. A high-end studio releasing a game that visually looks like it came from the Playstation 2 will receive a lot of criticism. Therefore, companies are investing millions of dollars into single games, just to get it to the high levels of standards that are being held against them. The high budgets of these games mean the company can’t afford to take risks, and so they resort to tried and tested formulae to produce a blockbuster game. The result are games that might look great but feel bland, uninspired and a lot like other games we’ve already played.
This is a race that indie developers cannot afford to participate in. When an indie company comes together—even if it’s a group of experienced programmers and designers making a game under their own studio—they do not have the budget or resources to keep up with the output a large studio can manage. A lot of indie companies, in the end, have to settle with graphics that are sub-par to the main industry’s capabilities. If the concept of graphics being a focal selling point is true, that would then imply that indie games do not succeed in the videogame arena. But we all know that’s not the case.
Minecraft went a long way to prove this. The game’s developer, Mojang, was recently snatched up by the gaming monolith Microsoft, for a tidy sum of $2.5 billion. It’s a price that a lot of gaming companies wished they could see in their lifetime. What is Mojang’s flagship game? A blocky, graphically-sparse game that won’t overclock anyone’s graphics card any time soon. And yet, this game was picked up for a vast sum. This is a game whose full release came in 2011, with a strong following even before its official release. Very rarely do people pay a gigantic sum of money to purchase a three-year-old game, but the reason the purchase happened was because Minecraft earned itself a huge following. On time of writing, it’s still one of the top 10 most watched games on Twitch.
In fact, if we look at Twitch even more, we can see similar trends appearing. The game that holds the top spot on Twitch for a huge majority of the time is the esports giant League of Legends. People do not play League to witness eye-popping graphics; they play it because they find the game enjoyable. The game itself is so entertaining, literally hundreds of thousands of people watch other people playing the game. Not just on peak times, either; League of Legends’viewership regularly hits six figures on any day of the week.