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Big Ideas: On graphics


There is a not-insignificant portion of humans on this planet who love controversy. They love to argue, love to take the contrary position, love to complain. Frequently found on game forums, this breed enjoys nothing more than to explain to anyone who will bother to read them how the latest iteration of their beloved franchise has destroyed the game, and how much better version x was compared with version y.

Sometimes there is even a kernel of truth to their ire, as in games like World of Warcraft, where the developers are constantly updating the game with bug fixes and game balance patches. The word "nerf" is typically heard, and stories of the good old days abound. Functional changes I understand. But occasionally a different sort of complaint is heard, and it's this type of whingeing that puzzles me. How seriously can I take arguments that revolve around a game's graphics?



I am, of course, referring to the latest back-and-forth concerning the state of the graphic style in the upcoming Diablo 3. But this isn't the only time people have complained about a video game's visuals. They did it when the look of Street Fighter changed. They did it when The Legend of Zelda: The Wind Waker appeared. Any time there's been a significant shift in aesthetic, someone will get upset about it. But why? Is there ever a valid reason to hate a game's graphics?

The most obvious answer is: there's no accounting for taste. If you don't like something, that's just your opinion, and you can't -- nor should you -- be argued out of it. I'm not here to defend Blizzard's decisions, nor am I out to attack anyone's personal likes or dislikes. But I do think it's interesting how vehement the debates can become, and it's precisely this notion of taste that's really at the heart of it all.


Let's take the Diablo series as our example. The look of the game hasn't truly changed that significantly between the first game and the second, let's be honest. The sprites have gotten more detailed, sure, and the spell effects have probably gotten a little flashier. But beyond that, it's the same isometric dungeon crawl it's ever been, and we like it that way. That stuff doesn't seem to have altered for Diablo 3, from the look of the trailer and the screenshots that keep coming out. If we want to pin down specifics, it seems that everyone seems to be up in arms over the third iteration's level of "darkness".

Apparently gamers don't like color. That would certainly explain why so very many of the past few years' games seem to follow a visual formula: use a monochromatic palette of washed-out blues, greys, or browns, with the occasional bright red to make the blood really stand out. One could claim that by limiting the colors in this way, the eyes are free to focus on pure movement, which is arguably the most important part of most games. However, the counterargument is that 1) the game then lacks a unique style, and 2) it's boring as Hell. Or, in the case of Diablo 3, not as Hell.


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