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What happened to gaming?

Any of you feel like we've become so fixated on graphics and perfomance to the point where the actual game part of a video game is often overlooked, or at least underemphasized? I don't know about the rest of you, but all I come across on social media regarding gaming is about resolution, ray tracing, DLSS/FSR, frame rates, frame time, CPU and GPU untilization, and all of that stuff, and I'm honestly sick of it! I mean performance markers have always been discussed when it comes to PC gaming, but now even console gaming is getting this treatment! Don't you miss the days when you just installed the game and just played it? I know I do. What do you think?

59 comments
  • Nothing happened. It is the same as always. There was no time, when graphics (and audio) weren't the hottest shit to talk about. We did that in the 90s in ads, game magazines and in the schoolyard. And the people before us did the same. The buzzwords back then were different but that's all.

    Maybe stop watching youtubers, if that annoys you? Idk.

  • You may as well have typed this in 2009 or 2015.

    It used to be that people argued that it's worth getting the new game console because "better graphics". The console wars hasn't gone anywhere, it's just expanded.

    In any case, in regards to just installing a game and playing it, no, not really. When I was playing games in college in 2012 it was still a time when you would open a game and go to the settings menu to adjust settings.

    Sometimes it was just turning off motion blur, but there was always settings to change to try to reach a stable 60FPS.

    Nothing changed, it just expanded. Now instead of 60FPS it's a variable 60-240FPS. Instead of just 720p-1080p resolution, unless it's portable, it's 1080p minimum otherwise variable up to 4k. Instead of "maxing out" we now have raytracing which pushes software further than our hardware is capable.

    These aren't bad things, they're just now 1) slightly marketed, 2) more well known in the social sphere. There isn't anything stopping you from opening up the game and going right away, and there's nothing stopping other people from wondering about frame timings and other technical details.

    Sure, focusing on the little things like that can take away from the wider experience, but people pursue things for different reasons. When I got Cyberpunk 2077 I knew that there were issues under the hood, but my experience with the game at launch was also pretty much perfect because I was focused on different things. I personally don't think a dip here and there is worth fretting over, but some people it ruins the game for them. Other people just like knowing that they're taking full advantage of their hardware, hence figuring out the utilization of their components.

    There's one last aspect not mentioned. Architectures. 10 years ago games would just boot up and run... But what about games from 10 years before then? Most players not on consoles were having to do weird CPU timing shenanigans to be able to boot up a game from (now 20) years ago. We're in the same boat now with emulation, which while emulation is faring better, X360/PS3 generation games that had PC ports are starting to have issues on modern Windows. Even just 5 or 6 years ago games like Sleeping Dogs wouldn't play nice on modern PC's, so there's a whole extra aspect of tinkering on PC that hasn't even been touched on.

    All this to say, we are in the same boat we've always been in. The only difference is that social media now has more knowledge about these aspects of gaming so it's being focused on more.

    The one thing I do agree with though is that this is all part of software development. Making users need better hardware, intentional or not, is pretty crazy. The fact that consoles themselves now have Quality vs Performance modes is also crazy. But, I will never say no to more options. I actually think it's wrong that the console version of games often are missing settings adjustments, when the PC counterpart has full control. I understand when it's to keep performance at an acceptable level, but it can be annoying.

  • The bubble of AAA gaming and reviews/benchmarks definitely has that kind of thing going on. But you can really just ignore that subset entirely and have so many good games to play from smaller studios and devs.

    It's not really a new thing, I remember when Crysis came out and it was all about the graphics and hardware to run it the fastest.

  • Nope, because I don’t give one shit about those kinds of games. Nintendo and indie games have never cared about graphics and performance. I haven’t owned a PlayStation since the PS2, and I’ve never owned an Xbox. Crazy how if your only console is a Nintendo then you never really care about that stuff. I do have a gaming pc but still play mostly indie games.

    • Nintendo is a proper shout out.

      A Breath of the Wild / Tears of the Kingdom aren't the prettiest games but they have two very big deals about them.

      1. Stylization. Games with a specific art style tend to age better than ones with ultra realistic art styles. Team Fortress 2 aged better than a lot of things because it leaned into the Pixar-cartoony style. ABotW and TotK both have their own unique style that will age incredibly well.
      2. Instead of the focus being graphics, the gameplay is the core loop. Tears of the Kingdom especially deserves accolades for how well the entire system of combining weapons and items just works. Who cares about the graphics, the crazy shit you do in the game isn't causing the game to crash or fall to pieces. The game expected this, it was built to handle this, and this is proof that it was way more important to the developers than the graphics.
  • Tbh... no, i don't feel like we did. Those things have always been discussed on the mainstream ever since gaming became a thing. It mostly sounds like you have an algorithm/internet bubble problem, maybe it's time to curate your feeds more to cater to your tastes? If you're interested in a nice gaming podcast that doesn't focus on graphics i can very much recommend "Gaming in the Wild", it's very chill and covers a variety of games, i like the way he describes things.

  • What you're describing is not exactly gaming, but a different hobby entirely which is sometimes referred to as benchmarking. I've dabbled in it myself for some games, and the goal isn't to experience and talk about the game as it is, but to figure out how to benchmark, best settings for performance and all that jazz.

    Discussions about specific games for their merits are still very much alive on the internet though, you usually have to go to reddit and look for a dedicated subreddit for the game you're interested in or their itch/discord if it's a small indie game.

  • Graphics have never been a priority for me, they're more like an inevitable side effect of technology advancing. Luckily there is no shortage of good old games, and a lot of smaller studios are making amazing titles with older art styles / less demanding specs.

  • all I come across on social media regarding gaming is about resolution, ray tracing, DLSS/FSR, frame rates, frame time, CPU and GPU untilization, and all of that stuff,

    That's because those are measurable factors in a game, things that can be objectively measured. "Fun" and "playability" though are subjective, so a journalist has a harder time telling you if a game will work for you.

  • I feel it's a bit like any hobby. You'd see casual film enjoyers and then those who refuse to watch unless it's a bluray on their 4k Dolby Vision TV with 1000 nits OLED brightness. There are some who just enjoy listening to music on their airpod knockoffs by streaming on YouTube music and then there are those who buy $500 headphones with high quality gold plated aux wire and a custom DAC and use some obscure format to really enjoy music. There are some who enjoy team sports and then there are those who know personal routine of each player and the wetness of the grass or the year of the ball's manufacturing and its impact on throw.

    It's a spectrum.

    • Stalker 2 had bugs on launch yet it easily sold 1 million copies. Black Myth Wukong uses frame gen to achieve 60 fps on PS5 and otherwise it locks to 45 fps, yet it has broken all records. Elden Ring is still a stuttery mess on PC and barely hits 60 fps on consoles, even the $700 one, yet it's beloved.

      These people aren't the ones talking about resolutions and frame rates on X, but just playing the damn game in millions.

      Just like millions use sub par TV settings and stream music or don't have much clue about team sports but still have a great time.

      • Elden Ring is still a stuttery mess on PC and barely hits 60 fps on consoles, even the $700 one, yet it's beloved.

        I have an old ass PC and a PS5 with the game on both and they run smooth as shit unless you're using raytracing, which literally doesn't even change the visuals in the game; it just makes it slower.

        Stalker 2 is a busted mess. The performance issues have been fixed mostly after 3 patches, but the game itself shits itself once you get to a certain story mission. Literally nothing works beyond that point. The A-Life system does not work, scripted events are all jacked up, IDK if anyone else is getting this but every now and then I have my secondary weapon replaced with a random other weapon that I didn't even have in my inventory, sound effects don't play properly, the hud completely disappears, and so many more things that make me glad I'm only playing through GamePass and didn't actually buy the game. There's a good game under the mess, somewhere. But they should have just bit the bullet and delayed it another month or two instead of releasing what they did for the holidays.

        The reason they sold so many copies though, is because pre-ordering. People bought them before they ever saw the game in action. And games like Stalker 2 are the reason why you shouldn't pre-order. Because the chances of getting burned by busted-ass shit like this is increasingly more common. Again, because people pre-order the fuck out of games.

  • I definitely don't see a fixation of performance lol

    The reliance on AI upscaling and frame generation, while the entire game takes up half or your entire SSD shows that optimization is an after thought. These solutions make everything look pretty and smooth, at the cost of how it actually feels to play (input lag up the fucking ass that makes the game feel way worse). Couple that with the myriad of performance issues the majority of AAA games have at launch.

    The focus is entirely on making something visually good looking that will sell millions in pre-orders alone.

  • Well, game journalists need to sell gaming hardware and AAA games. Those guys have the ad money.

    Just play what you like.

  • I don't know what you're talking about, old games were just as fucking janky on release, and most of them took years of modders fixing all those issues for them to get better.

    Fallout 1 & 2 - janky on release

    Baldur's Gate 1 & 2 - janky on release

    Morrowind - janky on release

    S.T.A.L.K.E.R. Call of Chernobyl - janky on release

    S.T.A.L.K.E.R. 2 - janky on release

    All of these were capable of being installed and "just playing" them on release. There were countless bugs and janky behavior and that's normal and we're now spoiled by day 1 patches. STALKER 2 has been out a month and has had three major patches for bug fixes. STALKER Call of Chernobyl probably could have used the same but in 2007 the infrastructure to push quick updates just wasn't there yet. Steam had only released by Valve in late 2003, roughly three and a half years earlier.

  • I think realistic graphics in 3D games got to be good enough that further improvement doesn't really matter any more in 2011 (Skyrim) but I can see an argument for putting it as late as to 2016 (Witcher 3).

    • I feel like I might get a ton of downvotes for this, but I kind of disagree. Maybe when it comes to things like texture detail, we certainly don’t need every single hair on Roach modeled with full physics or anything.

      That’s only a subset of what constitutes graphics in a game though. I think that while it is computationally expensive, the improvements in lighting that we’re seeing contribute to making graphics more realistic and do matter.

      I get that people meme on Ray Tracing and the whole RTX On thing, but lighting techniques like Path Tracing, Global Illumination, and Dynamic Illumination are just as much a generational shift as physics was in HL2. Output resolution and texture resolution got pushed to a point where any further gains are marginal improvements at best. Physics is getting to that point, although there’s still room for improvement. Look at how well the finals handles destruction physics, or the ballistics models used in Arma 3. Lighting is the next thing being refined, and it has a ways to go. I’d bet that in 10 years full, real time, dynamic, ray traced lighting will be taken for granted, and we’ll be arguing whether there’s any value or added realism benefit to increasing the number of individual rays cast by each light source, or how many bounces they take. I’d also not be surprised if people were memeing about RTX Sound On at that point and saying that game audio peaked with HRTF or Spatial Audio.

  • 2023 was a phenomenal year for gaming. One great game after another. AAA and indy. Of course there will always also be bad games. But I think we do have enough good stuff. And looking at Ubisoft it seems like customer's dissatisfaction with bad spectacles seems to reach the big companies. And with development tools becoming ever more accessible I think we're looking at a bright future.

59 comments