And lol@ Cevat Yerli.
I think he's going mad because his studio,which was regarded as one of the greats not too long ago,is now irrelevant.
He was successful...now he's dirt.
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And lol@ Cevat Yerli.
I think he's going mad because his studio,which was regarded as one of the greats not too long ago,is now irrelevant.
He was successful...now he's dirt.
It's a misquote by gamespot. In the article he said: "The better the graphics, the better the physics, the better the sound design, the better the technical assets and production values are--paired with the art direction, making things look spectacular and stylistic is 60 per cent of the game," Meaning all those thiongs together constitues 60% of the experience. I think that's fairly accurate for a lot of games. For some, like Assassin's Creed for example, it's prob closer to 75%Sushiglutton
I wouldn't say misquote, just selective quoting. Also I don't know how he lumped Sound/Audio in with the rest of those graphcis things to conclude saying they "make things look spectacular"Â
I actually think sound design matters more than that. Sound design has a lot to do with why some moves, guns, etc feels so awesome and empowering. When you tap the trigger to fire a gun a lot of the feedback is sound design.If I had to pull some stats out of my ass, I'd say visual presentation generally makes 40% of the game for me.
50% would go to gameplay, and the remaining 10% for story, sound, etc...
There are plenty of exceptions to these "rules", though, especially while dealing with indie titles.
Rocker6
makes me wonder why SW doesn't have something like rpg kings, instead of the annual graphics king threads
I actually think sound design matters more than that. Sound design has a lot to do with why some moves, guns, etc feels so awesome and empowering. When you tap the trigger to fire a gun a lot of the feedback is sound design.[QUOTE="Sushiglutton"]
[QUOTE="Rocker6"]
If I had to pull some stats out of my ass, I'd say visual presentation generally makes 40% of the game for me.
50% would go to gameplay, and the remaining 10% for story, sound, etc...
There are plenty of exceptions to these "rules", though, especially while dealing with indie titles.
seanmcloughlin
Sound design is a huge thing for me too.Â
I'd say 25 visual, 25 sound and 50 gameplay
I think it's much harder than people think to seperate what they think of as gameplay from animations, graphics and sound design. For example after completing Max Payne 3 I went back to replay MP2, one of my favourite games of all time. However the gameplay felt awful. Shooting guys was simply not fun anymore. The guns felt like toys and the enemies like paper figures. I had to stop to not soil the memory anymore.Â
But the reason MP2 felt so lackluster to play had nothing to do with gameplay. The games play pretty much the same (except a couple of additions like cover in MP3). But the animations and sound design in MP3 are just sooo much better that it radically changes the entire experience imo. I think many gamers would erroneously call this a gameplay difference, when it's really not.
I barely glimpsed the article, but I think the title may be misleading in a way. He went by the same judgment that we all make: graphics are a part of power, which is comprised of the things in the game in general. He shouldn't have really said it the way he did in the beginning, but he does make a far off point which was at the end of the article.
Seems like Cevat can't keep his damn mouth closed again.
"People say that graphics don't matter, but play Crysis and tell me they don't matter," Yerli said. "It's always been about graphics driving gameplay.Graphics, whether it's lighting or shadows, puts you in a different emotional context and drives the immersion," Yerli said. "And immersion is effectively the number one thing we can use to help you buy into the world."
While I do think visuals play a far bigger role in games these days than most care to admit, I think 60 percent is far too much. Crysis 3 did indeed have amazing visuals but it lacked good gameplay and story to back it up and if it really was 60% of the experience for games then it still should have been pretty well liked.Â
Maybe for Crysis it's just 60% visuals cos it has fvck all else
http://uk.gamespot.com/news/crytek-graphics-are-60-percent-of-a-game-6406893
"People say that graphics don't matter, but play Crysis and tell me they don't matter," Yerli said.
seanmcloughlin
I have played crysis multiple times.
Graphics don't matter.
Crysis 1 was a graphical beast and it was very fun to play. Crysis 2 and Crysis 3? NOPE! And you know what made Crysis 1 fun to play? It was the amazing Nanosuit.
Switching through the nanosuit powers quickly as the scenario changed was a huge requirement in Delta. That made it fun! Crysis 2 and 3? The suit does the crap for you. NOT FUN AT ALL!
Â
All Crysis games had crap story. But Crysis 1 had amazing graphics with super fun gameplay. The single player and multiplayer of Crysis 1 (and Warhead/Wars) was a billion times better than the turd of Crysis 2 and 3.
[QUOTE="seanmcloughlin"]
"People say that graphics don't matter, but play Crysis and tell me they don't matter," Yerli said.
call_of_duty_10
I have played crysis multiple times.
Graphics don't matter.
this. my first 2 playthroughs were on low-mediumThe guy is ignorantly wrong again. If the game is all about graphics and lacks decent gameplay and story, it's not a good game. The original Crysis did a good job balancing both graphics and gameplay, hence it is seen as an excellent game.
I do wonder when he will learn to shut up. I guess consolisation is getting to him.
i'm trying to enjoy a game that is fun and a good time, not a photorealistic world simulator. The fact that the indie scene has exploded, i'm not the only one who feels that way.
Importance wise, i would say 30%. I love eye candy.Â
20% is reserved for the sound design/soundtrack - which enhanced the mood, creates a portion of the atmosphere, and overall sets the tone of the game. A game with crappy music and bad sound design will hinder the experience greatly for me.
And 50% is reserved to the gameplay. You can't have a good game without gameplay that isn't crap.Â
I don't know the Wii moved a lot of shitty gamesGraphics are 80% of a game because it sells well to peasants.
PCgameruk
Visuals represent the vast majority of stimuli games give us, followed by audio, so he's not wrong :?
As far as I'm concerned, retro games would be far less appealing without the "retro" tag....
Exactly why Crysis games are forgettable. Only thing people remember about them is the graphics and never if the game is actually any good. Moving forward Crytek needs to eventually acknowledge, they can have awesome looking game but they need to make sure everything else in the game is awesome also.
No.Â
No.
And since he didn't even specify VIDEO games, I'm gonna be a total jerk and say HELL NO!
In Diplomacy's case, it's a triple HELL NO because you don't really need the actual board, dice, miniatures, or anything other than a solid understanding of its rules and a group of reasonably intelligent friends to play. The map can be printed out, xeroxed, displayed on a screen or whatever and your troops can be represented by beans, rice, pieces of paper or whatever.
A game is a set of rules and, more often than not, depending on the type of game, a universe, an imaginary setting. If the rules delilver the goods and the setting (if it's the kind of game that requires one) is well made, you've got yourself a winner right there.Â
If I had to pull some stats out of my ass, I'd say visual presentation generally makes 40% of the game for me.
50% would go to gameplay, and the remaining 10% for story, sound, etc...
There are plenty of exceptions to these "rules", though, especially while dealing with indie titles.
[QUOTE="Sushiglutton"]It's a misquote by gamespot. In the article he said: "The better the graphics, the better the physics, the better the sound design, the better the technical assets and production values are--paired with the art direction, making things look spectacular and stylistic is 60 per cent of the game," Meaning all those thiongs together constitues 60% of the experience. I think that's fairly accurate for a lot of games. For some, like Assassin's Creed for example, it's prob closer to 75%seanmcloughlin
I wouldn't say misquote, just selective quoting. Also I don't know how he lumped Sound/Audio in with the rest of those graphcis things to conclude saying they "make things look spectacular"Â
Perhaps selective quoting is the proper term. I just think they pulled something out of context to provoce people and get clicks. I'm not upset about it, standard internet practice. But yeah that's what's going on...Play crysis then go play quake.....crysis is a clunky piece of shit in comparison.Consolessuck187I think Crysis is better, actually. It's a little too easy, but the open world environment and competent AI is tough to beat.
I actually think sound design matters more than that. Sound design has a lot to do with why some moves, guns, etc feels so awesome and empowering. When you tap the trigger to fire a gun a lot of the feedback is sound design.[QUOTE="Rocker6"]
If I had to pull some stats out of my ass, I'd say visual presentation generally makes 40% of the game for me.
50% would go to gameplay, and the remaining 10% for story, sound, etc...
There are plenty of exceptions to these "rules", though, especially while dealing with indie titles.
Sushiglutton
You're not the only one. Proper sound design, especially in horror games, can be so much more important to the experience than the visual output. Ofcourse to an extent - playing the game as a text horror adventure, for example, wouldn't be cool. Â
And playing a shoot 'em up with a adrenaline pumping soundrack that matches the fast gameplay is exhilarating. Playing the same shoot 'em up with a slow country style of a music is, again, not so cool on the enjoyment factor.Â
Actually it can kill the game for me. Â
If you can't do gameplay right and make it fun, You should Stop working on graphics and work little more on gameplay that matters more...Â
 Then again all it seems is Crytek 3 can do is stupid treesÂ
[QUOTE="seanmcloughlin"]
"People say that graphics don't matter, but play Crysis and tell me they don't matter," Yerli said.
call_of_duty_10
I have played crysis multiple times.
Graphics don't matter.
I actually think sound design matters more than that. Sound design has a lot to do with why some moves, guns, etc feels so awesome and empowering. When you tap the trigger to fire a gun a lot of the feedback is sound design.[QUOTE="Rocker6"]
If I had to pull some stats out of my ass, I'd say visual presentation generally makes 40% of the game for me.
50% would go to gameplay, and the remaining 10% for story, sound, etc...
There are plenty of exceptions to these "rules", though, especially while dealing with indie titles.
Sushiglutton
Sound design is a huge thing for me too.Â
I'd say 25 visual, 25 sound and 50 gameplay
[QUOTE="Iantheone"][QUOTE="Chrome-"]Lol @ all these hermits saying graphics don't matter.Chrome-Framerate, modability, exclusives and resolution <3 Yes, and two out of those four are included in the graphics category.
And?Â
I really don't think Crytek should be talking about what makes a game when their past 2 have been so bad.
I think graphics are very important to the game but not as much as he thinks. Coming from the guy with a leading graphics engine, who wouldn't expect him to say that?
I think Crysis 1 story was good not great but good enough compared to the 2nd or 3rd.Crysis 1 was a graphical beast and it was very fun to play. Crysis 2 and Crysis 3? NOPE! And you know what made Crysis 1 fun to play? It was the amazing Nanosuit.
Switching through the nanosuit powers quickly as the scenario changed was a huge requirement in Delta. That made it fun! Crysis 2 and 3? The suit does the crap for you. NOT FUN AT ALL!Â
All Crysis games had crap story. But Crysis 1 had amazing graphics with super fun gameplay. The single player and multiplayer of Crysis 1 (and Warhead/Wars) was a billion times better than the turd of Crysis 2 and 3.
ShadowDeathX
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