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Article: "The rise of costs, the fall of gaming"

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Comments

  • edited 2012-10-15 18:52:34
    Give us fire! Give us ruin! Give us our glory!

    ^^I think Extra Credits explained that the whole push towards movie-like experiences is due to CGI artists being trained to do their thing as if they were making a film, and indeed, wanting to make stuff for films in the first place.

  • yea i make potions if ya know what i mean

    Personally I blame the fact that games aren't tv-punchingly hard anymore.


    Then they wouldn't be popular at all!


    ...wait. 

  • You can change. You can.

    I don't dislike videogames trying to be like movies, but that's because I don't see what's inherently wrong with that, provided that what they take from movies is the sense of spectacle rather than forgetting the differences between the mediums.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    I don't see how sense of spectacle is a movie thing specifically. Really, the primary differences between games and movies are that movies are shorter and not interactive. Which isn't a problem, but if you want to make a movie, make a movie.

  • You can change. You can.

    A sense of spectacle as we have it today both in movies and videogames (As in the Hollywood-esque "explosions everywhere" type) is not something you really outside of those, except for maybe TV shows.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    Yeah, but relative to other visual media, that's mostly just a budget thing.

  • You can change. You can.

    While that's true, the point stands that the scale and scope that hollywood movies use are something that videogames are borrowing heavily from and which I don't consider creatively bankrupt per se (Or at least, no more than Hollywood's over-reliance on the same, anyway)


  • I think Extra Credits explained that the whole push towards movie-like experiences is due to CGI artists being trained to do their thing as if they were making a film, and indeed, wanting to make stuff for films in the first place.



    I'll admit I didn't take a whole lot of graphics and 3D art classes, but they were all pretty careful to explain and demonstrate how doing it for render-farmed stills and runtime performance were completely different animals, and exactly which corners were the best to cut for the latter.

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