Aelon - Gaming & Technology Blog.
  • Blog Founded: July 20, 2004
  • Total Entries on Blog: 240
  • Most Commented Entry: Jack Thompson... Straw Man
  • Total Comments on Blog: 2102

Aelon is an archived blog which was run from 2004-2008. The site is being left up indefinitely to serve those looking for information on anything which was previously posted here.

Real is Boring

By Cyrris

A couple of days ago, a forum thread got me thinking. Just how does the world in which a game is set affect the overall experience? By game world, I of course mean the era/location the game is set - be it modern-day, ancient Rome, or in a galaxy far, far away. Game worlds typically fall into two main categories. Firstly, there is realism, where the developers may try and convey today’s world, or that of a time in history. We’ve seen a lot of World War 2 games recently, that’s for sure. The other category is that of the make-believe. This is mainly cut up into fantasy and sci-fi, and I believe that games of this category have consistently been better than their realism counterparts.

I think that strategy games are perhaps the most vivid example of how this is the case. Let’s look at StarCraft, Blizzard’s only (so far) venture into the sci-fi universe. The game has 3 races, each with their own distinct culture and attitude. This is resembled in their units, the cutscenes, and even in the games interfaces. The developers have gone out of their way to teach us about the unique societies they have created, as they know that we aren’t already familiar with what they have to offer. Blizzard also uses a remarkable story with good characters to convey the attributes of each society in turn, and thus give a distinct overview of the unique game world (or in this case, universe) which StarCraft is set in.

Similarly, but on the fantasy side of things, WarCraft 3 is perhaps the most shining example. 4 playable races, each with it’s own special feel. Because we don’t see these things in every day life, the developers do everything they can to make each culture’s intricacies readily apparent. Hell, even your mouse cursor is different depending on what race you’re playing as. To this day, the Night Elves remain my favourite faction of any game - ever - simply because I love the way Blizzard created them.

With magic (or in sci-fi, technology), actual gameplay gets a boost as well. The developers don’t have to work with whatever history or modern day weapons lets them. Physics isn’t much of an issue, and this means they can create all kinds of different and interesting strategies to be used, and skills to be utilized.

On the other hand, let’s take a look at strategy games which are based on realism. Can you think of any WW2-based RTS games which didn’t seem a bit bland compared to their sci-fi and fantasy counterparts? I can’t! The Age of Empires series, based in ancient to medieval times, didn’t demonstrate much depth to it’s respective cultures at all, and I found both games quite bland. It featured different buildings and units, and that’s about it. It seems to me that because developers of these games have to work within the confines of history and reality, their games often lack good atmosphere and depth, as they take these things for granted. They don’t need to explain every detail about them because we already know such things. Sometimes.

I find that this is less true outside of strategy, but it still generally holds. There are some very good shooters which do an outstanding job in creating an atmosphere that is worth gaming in. Some depict World War 2 very, very vividly, while the last installment of the GTA series, Vice City, also had a great retro feel. However, I just think that these are in the minority. Look at Counter-Strike. No real atmosphere at all, very bland.

It is true that some fantasy games suck. I thought Age of Mythology was pretty bland and boring - but still better than it’s historically-correct predecessors. Perhaps this is because the developers still had some confines to work within, because they chose to follow actual ancient mythology? I guess so. Unlike WarCraft 3’s developers, they weren’t allowed to let their creative juices flow as freely. Dungeon Siege had the chance, but blew it by not incorporating the cultures it created into a living, deep game world. It’s NPCs were boring, the storyline and background stories weren’t at all enthralling, and interaction on almost all levels was pretty poor.

Perhaps I’m not being fair by using Blizzard games as my fantasy and sci-fi benchmarks, as Blizzard has always delivered amazing quality, no matter the game. I suppose one good contender would be Command & Conquer: Generals - only of my favourite games. It is set in modern-ish times, and still has a rather good atmosphere, brought through using some decent cutscenes, culturally-related in-game music, and units/constructions. That said, it also does have a bit of sci-fi in it, as it is set slightly in the future. This, I suppose, is how the developers tried to free themselves from the bland confines of boring modern-day reality. Come to think of it, that’s been the case with every Command & Conquer title to date. No wonder they were so good.

So that’s my take. I think games where the developers have more creative freedom are games that just end up being better, deeper, and more appealing than their realism counterparts. Perhaps it’s because the real world is actually boring. Hell, that’s why we’re gaming in the first place, isn’t it?


  1. #1  JohnDoe
    31st August | Reply

    I like the sci-fi and fantasy games, but I always want those to have a very immersive background,story, etc. I love exploring new worlds and races/cultures. That said, currently I’ve been enjoying Ravenshield a lot as well. In the end all that matters for me is the gameplay. Realistic or not, fantasy, sci-fi or current time, as long as the gameplay is good I’ll play it.



  2. #2  Holliday
    1st September | Reply

    I think that realism games and ‘make believe’ games can both achieve the same level of immersion they just have to approach it in different ways. Up until recently any ‘realism’ game is going to fall flat, in terms of accurately mimicking its world, because the technology isn’t there. The real world is interesting in its complexity and detail. Now with physics and near-photo realistic graphics we are coming closer to accurately displaying the real world.

    In a fantasy or sci-fi game the developers not only have a lot of freedom but they can also make outlandish connections make sense. If I am playing a mutant space alien from planet Oookaraboo and I can’t jump higher than 2 inches I can’t really make a complaint. But if I am playing a human character and I Know that I could climb up over that barrel in my way it just seems silly if I can’t. I guess when you play a realistic game you come in with expectations that ultimately cannot all be met, yet.



  3. #3  Holliday
    1st September | Reply

    Oh and I believe a combination of this thinking is why Half-Life was so succesful and Half-Life 2 looks so promising. They take an ordinary world and feel and mix with it extrodinary situations. Half-Life’s architecture was both challenging yet plausible in design.

    A real world building is a rather boring level visually. Hallways upon hallways of similiar looking rooms. In Half-Life they made the game’s ‘out of this world’ challenges have a foot base in reality. This lets you identify strongly with the world you are in while at the same time letting the developers take you for a ride into the abnormal.

    Weapons consisted of real world and sci-fi. Situations were anything from simply getting around a busted bridge to hitching a ride on an alien flying kite thing. All the puzzles stayed in the realms of realistic common sense. Some madman didn’t arrange 20 crates in a room for you to move into key positions with matching glowing runes or anything. It was more of “I need to get there, now how am I going to do this with the skills I have?”

    Oddly enough the Xen levels which were totally fantasy were the least enjoyable part of the game. Perhaps because while your character was still rooted in reality his environment was not, leaving you feeling rather limited compared to the limitless world around you.



  4. #4  Lord.Nagash
    1st September | Reply

    Holliday: A real world building is a rather boring level visually. Hallways upon hallways of similiar looking rooms. - Halo anyone?

    Just because it is real doesn’t mean the level design has to be boring. How many buildings do you see where it all looks exactly the same?



  5. #5  Cyrris
    1st September | Reply

    I’m thinking I may have titled the post incorrectly. I agree that realism isn’t boring - but rather that games not bound by developers caught up in realism are more appealing, more often. Quite a lot so, infact.

    Holliday is right though, when he said something I hadn’t thought of - that our expectation of realism (and due to lacking technology, that expectation not being met), would obviously make realism games less immersive, because we can easily nit-pick at every little thing that isn’t exactly realistic.



  6. #6  Holliday
    1st September | Reply

    Nagash: Definitly true, real world settings do have their appeal.

    I was more of supporting Cyrris in that a truly realistic setting rather limits what can be done in a game. If I am playing Rainbow Six: Raven Shield and a wall disintegrates and some floor tiles get sucked in a swirling firey vortex to hell… it might be a tad out of place.

    Although I guess it gives “Fight Terrorism Wherever it Hides” a new meaning.



Archived entry. Read only