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submitted 2 days ago* (last edited 2 days ago) by nanoUFO@sh.itjust.works to c/games@sh.itjust.works
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[-] taladar@sh.itjust.works 8 points 1 day ago

The main problem with pretty graphics is that you actually lose out on the kind of variety a more abstract graphics style would allow, e.g. by distinguishing objects in a textual description you can have millions of distinct objects (e.g. in something like Dwarf Fortress with its item and character descriptions), much more than you could if you had to represent everything graphically.

Indeed. Today's problem is that graphical fidelity takes so much of the development time and resources that the rest of the aspects of the game are completely left aside.

Yeah, I can count how many freckles this character has in their face, but that's all these games offer now, and I don't need to count freckles, I can do that in real life. I want to have a good time with the game.

[-] taladar@sh.itjust.works 1 points 10 hours ago

Well, I am not even talking about the resources used but literally about the fact that you can't make that many graphics because of the number of combinations of different properties you would have to model somehow.

Plus there are some things you can describe in text that you can never portray graphically, e.g. concepts like "the most beautiful woman he had ever seen"

this post was submitted on 27 Dec 2024
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