Lucumo: Colors clearly fall under the "aesthetics"/artistic design section, however, I do agree that it does not necessarily do so when we go further back, when things were more limited.
Dryspace: No, they don't. This limitation still exists. I assure you that once you begin using a very large display with a black level that is a complete absence of light, and an extremely high contrast ratio, you will quickly become disappointed with the limitation of 8 bit per channel color. In dark scenes, banding is egregious.
When true contrast ratio increases, those 256 levels of brightness become "stretched out" more and more, and the
actual brightness difference between each step becomes bigger. There are ways to alleviate this without increasing the bit depth of the display, or even necessarily the signal, but it doesn't matter if they're not being utilized.
Lucumo: There are enough people that don't care about the graphics. They can play a new game and one from the back then and have the same amount of fun, be as immersed and have generally the same overall experience. As someone who is exactly like that, I can tell you that I've never been impressed by graphics at any time during all my years as a gamer.
Dryspace: I suppose it depends on what you mean by "the same overall experience". You appear to equate being uninterested in graphical innovation with an ability to appreciate and enjoy old games.
I dearly wish for a revival of the AAA PC game industry, in part in order to see mind-blowing innovation in graphics again, as well as physics, AI, and audio simulation--areas which have stagnated or regressed since the Great Consolization of 2008. At the same time, I regularly replay such games as The Longest Journey, Unreal, the King's Quest series, The Legend of Zelda, and Text Adventures going back to 1978.
In the past ~4 years, games I played for the very first time include:
* Deus Ex (enjoyed)
* Fallout and Fallout 2 (the core gameplay doesn't hold up imo)
* Oblivion (enjoyed, ended up with a higher play time than I did in Skyrim)
* Max Payne & MP2 (enjoyed, looked forward to replaying)
* Red Faction (enjoyed)
* American McGee's Alice (an example of a game that I would have exclaimed over at release, but is frustrating today)
* Amerzone (enjoyed)
* The Secret of Monkey Island (enjoyed, looked forward to replaying) EDIT: I played the
original graphics, not the "enhanced" version.
So again, it depends upon what you mean. I play old games because I enjoy them. But they do not provide the same experience to me as a game that has good gameplay AND new, impressive technology. As I said earlier, video games have always been unique among all types of games (board, card, sports, etc.) as a marriage of gameplay and technological innovation.
You may not care about an aspect (I suspect though, that graphics matters more than you realize), but that does not mean that anyone who does is superficial.
But aren't those "very large display with a black level that is a complete absence of light, and an extremely high contrast ratio"-cases rather rare? So that would mean that technically some limitations might still exist but practically, it's completely negligible. I also have to admit that I'm out of my depth when it comes to something like this, so I can't really argue that much here.
Well, you said that the objective difference between a tree from 1998 and one from today is that it is directly related to the ability of a player to immerse himself in a game. That as the game becomes less new and the ability to create visuals increases, the game becomes less impressive. I argue for the fact that there are people who are as immersed and as impressed by the game, whether they play it in 1998 or today (technical limitations, minus the visuals, excluded - I had already said that the ability to move everywhere and stuff like that does matter). Good examples of mine can be the new games that use "retro" graphics/visuals without the (other) technical limitations of the time. (Although the pixellated stuff often looks worse as those worked a lot better on the screens back then.) Unfortunately, there are no AAA/AA productions that use those styles.
I definitely do so as well since the consoles had a terrible influence on the games when it comes to controls, the UI etc (Diablo III was designed for controllers for instance). And even apart from that, I do think that stagnation is bad in general. By the way, the "Great Consolization" began earlier, in the times of the PS2/Xbox when games started being multiplatforms. Around 2008 was more the time when that phase was completed and only specific genres were exlusive to the PC.
Fallout and Fallout 2? I played those two for the first time this year as well. Gameplay like that isn't really that mainstream anymore these days. It works for what it sets out to do. My main problem was the issues with triggers/flags where some things just wouldn't work for whatever reason.
(I also still need to play Monkey Island (only played the third in the series) but the first one is being gatekept by the "enhanced" version which I hate. It should be abandonware though, so I will probably pick it up eventually. This visuals of the new one are atrovious in my opinion.)
Like I said, you have to separate the new technology into different pieces. Take the visuals out and we agree that it's objectively different. A tree is a tree, regardless of the numbers of polygons and the detailed textures.
Had to create two different posts and snip a bit as it got always stuck in "processing".
F4LL0UT: ~snip~
The truth is that the appearance of things fundamentally affects how we interact with them (the same thing goes for audio or any other feedback games can provide us with). There's pretty trivial scientifically proven examples like the fact that on average red team wins more often than blue team in multiplayer titles because red is more intimidating than blue (there was a study on this matter, conducted using Unreal Tournament, many years ago). We can't even begin to understand what effect far subtler or more complex graphical details have exactly.
Then there's of course this whole discipline of user experience design where even the subtlest of things are used to affect the experience and performance with a product, whether it's a home appliance, an industrial machine, an app or a video game. Ideally UX designers actually utilise scientific knowledge, e.g. about neural psychology, to optimise the effect of even the smallest things - in case of video games, in my experience, most typically the looks of things (well, after the positioning of GUI elements, I guess). If something like the appearance of a button or weapon or enemy or whatever can and often does have as much of an impact on the player's odds of success in a game as the actual properties of these objects, there's simply no denying that graphics do objectively matter, even if the exact impact differs from player to player and even each individual player's exact state of mind at any given time.
Surely there are people, e.g. autistic people, who are much less affected by such factors than the average gamer but even then: in the end graphics do provide factual data. Maybe not actually about the mechanical properties of an object in a game but data that affects our decision-making nonetheless. In the end the length of the spikes on the sprites of Doom's imps most definitely will have a statistically provable effect on the kill/death ratio while fighting these guys, at least given a big enough sample size.
And that argumentation only takes graphics' effect on measurable player performance into account (and not even the fact that graphics directly affect the clarity with which we perceive a game's state). It's ignorant not to acknowledge all effects on the player's psyche, which don't necessarily feed back into the game, as an essential part of the experience with games and of the medium as a whole.
Anyway, seriously, this whole "graphics don't matter" thing that some gamers have going on is pretty much like claiming that the actual words used in poetry don't matter, just the hard information provided by them does.
I actually don't consider myself an elitist, as I don't look down on the people that prefer more detailed graphics. I guess it depends on how you see superficiality. Is it a bad thing or not? If you go outside, just look at a few girls/women and you will see make-up, pretty much one of the symbols of superficiality. But, I actually do dislike a certain group, namely the people that are referred to as graphic whores who only care about the visuals and nothing else. I guess you could say that they are pretty much the opposite of people like me.
You are forgetting though that less details require imagination and is thus often more detailed as when it's presented to you. (Also, some of the anology doesn't work are physical objects are definitely different from something not physical which is always undefined in a way). For instance:
[url=https://vignette.wikia.nocookie.net/doom/images/3/35/Cacodemon_(DOOM).png]https://vignette.wikia.nocookie.net/doom/images/3/35/Cacodemon_(DOOM).png[/url]
https://vignette.wikia.nocookie.net/doom/images/e/e5/Cacodemon2016.jpg This is what I'm talking about. What is more scary? For me, it's certainly not the 2016 version. There is not much left for imagination and as such it's just: "Oh, that's all?" There is probably a nice phrase somewhere which says that the scariest things are always in our imagination. And if not for that, walking through a graveyard at night would be no problem for people, right?
While I don't claim to "understand" poetry, I would say it's a whole different beast. People who know how to write have a really nice flow when it comes to their texts. Poetry is that taken to one extreme where the form transcends the matter.