[MUD-Dev] Importance of graphic in different stages of gaming

Jeff Lindsey Jeff at nextelligence.com
Thu Jul 11 09:48:16 CEST 2002


Edward wrote:

> I'd argue that a typical player (or user of any software for that
> matter) goes through a series of phases, each one focusing on a
> different part of the product.

	-snip- 

>   3. Mid-term gaming - The game itself (storyline, game universe,
>   game mechanics) becomes important along with the UI.  "I raided
>   the Tomb of Mauve and got the uber Mega Mauve Magic Missile
>   spell and the Rod of Mauveness!"  At this point the player has
>   gotten over all the early hurdles and is just playing the game.
>   They don't ooh and ahh at the graphics anymore.  If they make
>   any comments about the UI, it will likely be due to flaws, not
>   good features of the UI, for exactly the same reason you never
>   think about the sewer system until your toilet overflows...
>   Somewhere in this phase is where most games will be discarded as
>   players lose interest or find flaws in the game they aren't
>   willing to deal with anymore.

	-snip-

> Note that flashy graphics are only important in the earliest
> phases, and in the long run they are overtaken by the rest of the
> game.  So the importance of graphics is directly related to what
> your goals are.
 
> If you're out to make a quick buck, then graphics are probably the
> fastest way to move a few copies of the game out the door and get
> some cash, but if the game doesn't live up to its expectations,
> you probably won't get a lot of repeat customers.

> If you'd rather set yourself up for continued business and
> customer loyalty, then a polished experience and a quality product
> is more important.  Given a fixed budget, this means less
> time/money to spend on flashy graphics.  And in the long run, your
> graphics are going to look outdated very quickly anyways as new
> technologies emerge, especially in the PC and console game world
> where things move very fast.

I'd have to say that the pacing of graphic (and tied content)
exposure would also factor into this theory. If the first area of a
game is the Haunted Forest, and you've seen every tree model and
texture by the time you reach the other side of it, 3. (above) would
set in very quickly.

Lately I've noticed many more RPGs stringing out unique graphic sets
(including monsters, effects, etc) in ways that keep the "oooh ahhh"
moments alive well into the late game stages.

-Jeff


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