Illusions
Probably Not’s brought up a note about the use of illusion in games. I started a comment there, but by now, I’ve broken too many comment boxes on other blogs.
Now, don’t get either of us wrong, we understand that fundamentally the Virtual World is essentially an illusion. What Jason was really stressing was the use of illusion we see in real life within the game too: using control over perspective and lighting and such to make a 2d backdrop or a forest with trees that are practically cardboard cutouts.
A game could try to portray a city block by actually rendering a city block… or it could take the lead from a Hollywood sound stage and, create models of only as much of the city as it needed, then use false fronts, cardboard cutouts and scenery backdrops to fill in the rest.
He uses the example of “griffin flights” - and how flying mounts technology can’t be made available in some old zones because suddenly all those false fronts and cardboard cutout illusions would be apparent to you.
Game devs have taken this artform far beyond Hollywood, though. There, the artists had absolute control of the camera. They knew- or could dictate when or where to shoot. Game devs had to learn to make this work for practically anywhere the player controlled camera could go.
MMO game devs have to plan one step further- where post-launch game development might take people to.
That’s what the flying mounts illustrate so well in Jason’s post: where an illusion that was fitting for launch may place design constraints on the user. The devs could have decided to avoid flying mounts altogether so the illusion wouldn’t break. They could have decided to revisit all those art assets so they would work from the sky. They could have just said “we don’t care” and let the illusion be a bit broken.
They’re tough design decisions. How real does the illusion need to be and how much can be left to the suspension of disbelief? How much foresight must the artist use in determining how detailed the illusion needs to be?
Level of detail is a tough call.
I play miniature wargames. I don’t bother to paint eyes on 9mm figs. At that scale it’s not something you’re going to see during the course of the game, and with my tools I’ll be more likely to miss and give the guy an eye growing out of his ear or mouth.
Some friends can’t tolerate this. The’ve gotta have eyes… and pupils, dammit! They’d draw the red veins in the eyes if they could get a brush thin enough. They’re sticklers for detail, and then they don’t think twice about substituting British Warrior APC for a Bradley Fighting Vehicle when they just don’t have enough of one or the other.
I’m VERY particular about my military tech!
It’s the same with games. Developers can get so focused on getting that one character so realistic looking, yet ignore the fact that their “city” is a virtual ghost town.
Anyway, Jason’s got some ideas of his own on ways to add some detail to the illusion. Might be a good starting point on discussing where we might need to spruce up our magic and where we’re focusing too much attention.