Debate of the day, courtesy of GVG
http://www.computerandvideogames.co...xbox-720-are-more-powerful/?page=2#top_banner
http://www.computerandvideogames.co...xbox-720-are-more-powerful/?page=2#top_banner
Great games emerge from their mechanics - the way you play them - not from the sheer number of polygons the processor can spit out.
At least, that's the line Kyle Gabler takes, one of the two man team behind World of Goo developer 2DBoy: "Remember that enormous world in Legend of Zelda: Link to the Past?" he says. "And all the music and feelings it made you feel? The whole game fit inside 1MB and played on hardware slower than my phone.
That whole world, and all the characters inside of it, fit inside the amount of data it takes to render the hi-def sweaty bicep of the grumpy soldier who saves the world in every single game these days. More processing power doesn't make better games, just like better recording equipment doesn't make better music, and better CG doesn't make better movies. The best developers always work with what they've got and embrace any constraints as friendly challenges to be even more creative."
Even on the Xbox and PS3, the most critically lauded games in recent months have been beret-wearing indie titles Fez and Journey - both games with gorgeous art direction and novel mechanics, as well as relatively modest graphical requirements.
But it would be disingenuous to declare graphics an irrelevance. While great games can easily exist within the limitations of Wii U, certain kinds of experiences really do benefit from extra power to deliver high fidelity visuals, physics simulation or hoopy AI. They might not be better games, but they're equally valid approaches - ones which are likely to migrate to the heavy hitting hardware
"People are often quick to draw an imaginary line between design and art that doesn't really exist," says Thomas Holt. He's now an art director over at CCP, makers of dizzyingly ambitious MMOs. "The graphical fidelity you can get out of your hardware has a huge impact on game design," he says.
"Hardware doesn't just affect your framerate, it contributes to your ability to use physics and determines the number of enemies you have on screen. With Extraction, because we were an evolved rail shooter, we were able to pull off all kinds of smoke and mirrors - if we'd tried to do a full-on third-person action adventure, with that level of fidelity, it just never would've gotten green lit."
Wii U is already drawing developers with smart uses of its second screen, and it's possible that by guaranteeing novelty, while capping graphics budgets, Nintendo could lure the really innovative studios away from more expensive hardware leaps. On those graphics powerhouses, the sheer volume of mega-bucks needed to stuff the AAA money hole will make innovative gameplay something of a risk - it's the reason that big-hitting titles so often tend to trudge the tame path of iteration in well-worn genres.
"Give creative people unique platforms and they'll smash all expectations of what games are," says Vella. "I think Nintendo would do well to acknowledge this, and give independent developers tools to explore what new frontiers the Wii U can create."
"So many surprising and amazing games come from indie developers. We know we can't compete on the same field as the big AAA teams, so we make games about our feelings, or the fourth dimension, or a metaphor for a difficult relationship that's best expressed through a game."
Good, objective article with interesting quotes.Experimental, risky and idiosyncratic games - these are the sorts of things the focus-tested AAA market shies away from, and if Nintendo doesn't want to compete with Sony and Microsoft in rendering tech, then these are exactly the kind of things that it could do well to champion. If Wii U becomes the place for innovation, then the sky - rather than the processor - is the limit.