I certainly appreciate the shout-out to the artists and designers from the era, These techniques were bent, twisted, and pulled in every way a development team could to produce artistic results that in some case genuine “moments” worth remembering while playing a game.
I remember being at a friends house while working on my masters thesis and him telling me to take a break and try out Halo. I had not had a console since the Nintendo 64 came out. I booted Halo and was literally mesmerized when I came out of a tunnel onto the Halo and saw the sky and the landmass. I can still remember that afternoon 20+ years later. Bought an Xbox the next morning.
Current game devs, especially in the AAA space, spend a lot of time and effort looking for hyper realism and embracing new tech to achieve accurate PBR. I wonder whether the limitations of the older hardware force a more artistic stance on everyone, even down to technical artists, to embrace an art style and art direction and work to achieve attractiveness vs realism. Or I could just be seeing my early 20’s through rose-tinted glasses.
> Current game devs, especially in the AAA space, spend a lot of time and effort looking for hyper realism and embracing new tech to achieve accurate PBR. I wonder whether the limitations of the older hardware force a more artistic stance on everyone, even down to technical artists, to embrace an art style and art direction and work to achieve attractiveness vs realism. Or I could just be seeing my early 20’s through rose-tinted glasses
I'd argue that during Max Paynes time (early to mid 00s) gaming was far more graphics tech driven than these days, especially on PC. It is far more common to see heavily stylized or non-photorealistic games these days than back then imho. When I think early 00's PC games, lot of it is shooter games pushing the tech envelope very heavily, stuff like HL2, Far Cry, Doom 3 etc, and I don't think we really see that sort of games often these days anymore.
Absolutely agree, that's why Zelda BOTW hit so hard; artistic vision that spoke to me hard, even though it was released on specs that are 1-2 generations behind.
There's a great deal to be said for setting an aesthetic expectation.
Take Minecraft, for example. The most successful game of all time along many axies, and it looks .. a certain way. It's definitely not realistic. It's not even pretty in a lot of cases. But it's consistent, and people have pushed it to the limit and created some truly beautiful artwork.
I guess what I'm trying to say is that I think visual fidelity can be a selling feature, but art-style and consistency is much more important.