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Realism and Simulation

This week I’m here to talk about realism in games and games as simulations. As was the case with a couple of my previous blogs some of the points here may be a little on the obvious side, but I think it’s always good to reaffirm this stuff and believe me there is an eventual point to all of this. Before we get into the meat of this particular post though, I’d like to thank Sweep for making this part of the Giant Bomb Blog Initiative. On the off-chance you’ve not yet heard of it, the Blog Initiative is an effort to reinvigorate the blogging scene on Giant Bomb by getting the most notable of Giant Bomb’s bloggers to collectively produce 30 consecutive days of blog posts. So, if you’ve thought about blogging yourself, now is a great time to start and a great time to give some encouragement to your fellow bloggers in the Giant Bomb community.

The Misunderstanding

There seems to be an interesting correlation between how much people know about video games and how much they think the point of a video game is for it to act as a simulation. It’s been a long-held misbelief of people outside of video games that the fun of games comes entirely from them being a simulation of a certain activity, and the idea of gameplay as a source of enjoyment is often forgotten. Surprisingly though, it also appears that even many who do play video games still mistakenly believe that games are primarily simulations and that realism by default makes a game better.

Products like the Wii have revealed that some hold a big misconception about video games.
Products like the Wii have revealed that some hold a big misconception about video games.

Perhaps one the most prominent misunderstandings of how realism affected games was when the Wii was first shown. It had been a recurring trope of science fiction that motion control gaming would be the way of the future and for some the potentially more realistic input that the Wii would provide seemed like a revolution in games controls. In a way, it was, but not in the way that motion control was going to supersede traditional control schemes. A slightly similar effect can be observed now with the way that some people seem to be assuming that 3D entertainment and by extension 3D gaming are the future, simply because things popping out of the screen is “more realistic” to some.

In fact pretty consistently there have been a certain group people turning their noses up at the Guitar Hero and Rock Band franchises and the people who play them, because they involve people “pretending” to play real instruments. Never mind it being an accessible approximation of playing an instrument with more immediate, precise and frequent feedback and reward than playing an instrument, all they see was that it was a simulation of an activity they enjoy and started scoffing.

Realism in Gameplay

In terms of gameplay the goal of the designer if of course to create a set of rules that make the game as enjoyable as possible and the rules of the real-world often don’t make a good fit to this. Compared to the kinds of rules we usually see in video games, the real-world is imbalanced, restrictive and full of lots of obligatory but rather boring tasks. That’s not to say that realism can’t be of benefit to a game, most games are after all trying to be simulations to some degree, but more realism alone does not make a game more fun.

Some games try to veer further towards realistic elements than others, but generally games are more widely accepted not when they’re realistic but when they deliver information more openly and clearly than the real-world does, when they’re much simpler than the real-world is, when on a relative scale players can get much larger rewards than they would in the real-world and when players can have a much larger impact on the game world than they would on the real-world. Having players die more quickly from fire in FPS games may be a realistic addition that works within the style of the game design the developers are going for, but in itself it doesn’t make that FPS game better than other FPS game, just like it wouldn’t make Mario any better than other platformers if you gave him a more realistic jump height.

Of course you could argue that there is one genre of game that is purely devoted to realism and that’s the simulators. I think to a certain extent this is a valid statement, but many of the simulators out there can’t really be described as games. They often have no or few goals, rewards or otherwise game-like structures and even if we do accept them as games they are part of a very niche market.

Realism Elsewhere

Often, lack of realism can be turned greatly in favour of a game.
Often, lack of realism can be turned greatly in favour of a game.

An argument is often made that more realistic graphics make a game better and realistic graphics work if you’re trying to make your game look like the real world, but realistic graphics do not by any means work to the benefit of all games. Many art styles in and outside of the world of video games thrive on artistic liberties being taken with how things look in reality, or downright abstraction being used. For games like Team Fortress 2 and Kirby’s Epic Yarn it’s the specific brand of “unrealism” in their graphics which makes them brilliant.

As for narrative content, few fictional works like to conform too close to reality, but video games may be the frontrunners at using unrealistic and sometimes downright insane plots and world-building to bring us experiences that are genuinely enjoyable. From Bioshock to Katamari Damacy, video games have shown that when done right, bending and circumventing the rules of the real-world either in major or minor ways can have a huge positive impact on the narrative and/or premise of your games.

The Reality of the Situation

What really makes a creative work good isn’t realism, a lack of realism or even a balance between the two, it’s realism or the lack of it being used well. The whole idea that realism improves something seems to stem from the idea that if something closely mimics the real-world it is more believable and so more immersive.

In actuality works do not need realism to immerse the person enjoying them, and what’s more important to keeping the player/viewer/reader (etc.) engaged is not realism but consistency in how realistic the work is trying to be. A work which is trying to be surreal can’t have random moments of seriousness injected into it and likewise many games, movies, etc. have been damaged by trying to present a serious world, but where moments of ludicrousness are thrown into the mix. This is actually where the person consuming the game/movie/book/whatever is jarred out of their normal state and realises something is wrong.

The Problem

There are significant barriers preventing people from understanding video games as a medium.
There are significant barriers preventing people from understanding video games as a medium.

People outside of video games mistaking the medium for being simulations more than games may seem at most like a moderate annoyance to us, but I believe it actually represents a big problem for video games as an entertainment medium. When people outside of the gaming world look at a video games, they often don’t see a twitch-based FPS, an open-world action-adventure game or a deep and complex RTS, they see a game about shooting people, a game about killing zombies, a game about commanding an alien army, and yes this is a good chunk of what our games are about, but when first impressions show the narrative and aesthetic of our medium but not the gameplay, people don’t just miss a big part of what makes video games enjoyable, they miss the unique and fundamental component that no other entertainment medium apart from video games has.

I’m not saying that we’ll ever see or even that we should see a time where people gravitate towards games for the gameplay no matter what aesthetics they have, but the public is very unfamiliar with gameplay as entertainment (or at least the specific kind of gameplay video games tend to use) and so the exact charm of the video game is often lost. Hopefully this is starting to be rectified now that motion control games, Facebook games and iPad/iPhone games are all the rage, and this misconception over simulation is by no means the only thing that has made video games less popular in the general public than other entertainment mediums, but I think we have a long way to go before people really understand gameplay and how it presents itself as part of an entertainment experience. Thank you for reading.

-Gamer_152

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Edited By gamer_152  Moderator

This week I’m here to talk about realism in games and games as simulations. As was the case with a couple of my previous blogs some of the points here may be a little on the obvious side, but I think it’s always good to reaffirm this stuff and believe me there is an eventual point to all of this. Before we get into the meat of this particular post though, I’d like to thank Sweep for making this part of the Giant Bomb Blog Initiative. On the off-chance you’ve not yet heard of it, the Blog Initiative is an effort to reinvigorate the blogging scene on Giant Bomb by getting the most notable of Giant Bomb’s bloggers to collectively produce 30 consecutive days of blog posts. So, if you’ve thought about blogging yourself, now is a great time to start and a great time to give some encouragement to your fellow bloggers in the Giant Bomb community.

The Misunderstanding

There seems to be an interesting correlation between how much people know about video games and how much they think the point of a video game is for it to act as a simulation. It’s been a long-held misbelief of people outside of video games that the fun of games comes entirely from them being a simulation of a certain activity, and the idea of gameplay as a source of enjoyment is often forgotten. Surprisingly though, it also appears that even many who do play video games still mistakenly believe that games are primarily simulations and that realism by default makes a game better.

Products like the Wii have revealed that some hold a big misconception about video games.
Products like the Wii have revealed that some hold a big misconception about video games.

Perhaps one the most prominent misunderstandings of how realism affected games was when the Wii was first shown. It had been a recurring trope of science fiction that motion control gaming would be the way of the future and for some the potentially more realistic input that the Wii would provide seemed like a revolution in games controls. In a way, it was, but not in the way that motion control was going to supersede traditional control schemes. A slightly similar effect can be observed now with the way that some people seem to be assuming that 3D entertainment and by extension 3D gaming are the future, simply because things popping out of the screen is “more realistic” to some.

In fact pretty consistently there have been a certain group people turning their noses up at the Guitar Hero and Rock Band franchises and the people who play them, because they involve people “pretending” to play real instruments. Never mind it being an accessible approximation of playing an instrument with more immediate, precise and frequent feedback and reward than playing an instrument, all they see was that it was a simulation of an activity they enjoy and started scoffing.

Realism in Gameplay

In terms of gameplay the goal of the designer if of course to create a set of rules that make the game as enjoyable as possible and the rules of the real-world often don’t make a good fit to this. Compared to the kinds of rules we usually see in video games, the real-world is imbalanced, restrictive and full of lots of obligatory but rather boring tasks. That’s not to say that realism can’t be of benefit to a game, most games are after all trying to be simulations to some degree, but more realism alone does not make a game more fun.

Some games try to veer further towards realistic elements than others, but generally games are more widely accepted not when they’re realistic but when they deliver information more openly and clearly than the real-world does, when they’re much simpler than the real-world is, when on a relative scale players can get much larger rewards than they would in the real-world and when players can have a much larger impact on the game world than they would on the real-world. Having players die more quickly from fire in FPS games may be a realistic addition that works within the style of the game design the developers are going for, but in itself it doesn’t make that FPS game better than other FPS game, just like it wouldn’t make Mario any better than other platformers if you gave him a more realistic jump height.

Of course you could argue that there is one genre of game that is purely devoted to realism and that’s the simulators. I think to a certain extent this is a valid statement, but many of the simulators out there can’t really be described as games. They often have no or few goals, rewards or otherwise game-like structures and even if we do accept them as games they are part of a very niche market.

Realism Elsewhere

Often, lack of realism can be turned greatly in favour of a game.
Often, lack of realism can be turned greatly in favour of a game.

An argument is often made that more realistic graphics make a game better and realistic graphics work if you’re trying to make your game look like the real world, but realistic graphics do not by any means work to the benefit of all games. Many art styles in and outside of the world of video games thrive on artistic liberties being taken with how things look in reality, or downright abstraction being used. For games like Team Fortress 2 and Kirby’s Epic Yarn it’s the specific brand of “unrealism” in their graphics which makes them brilliant.

As for narrative content, few fictional works like to conform too close to reality, but video games may be the frontrunners at using unrealistic and sometimes downright insane plots and world-building to bring us experiences that are genuinely enjoyable. From Bioshock to Katamari Damacy, video games have shown that when done right, bending and circumventing the rules of the real-world either in major or minor ways can have a huge positive impact on the narrative and/or premise of your games.

The Reality of the Situation

What really makes a creative work good isn’t realism, a lack of realism or even a balance between the two, it’s realism or the lack of it being used well. The whole idea that realism improves something seems to stem from the idea that if something closely mimics the real-world it is more believable and so more immersive.

In actuality works do not need realism to immerse the person enjoying them, and what’s more important to keeping the player/viewer/reader (etc.) engaged is not realism but consistency in how realistic the work is trying to be. A work which is trying to be surreal can’t have random moments of seriousness injected into it and likewise many games, movies, etc. have been damaged by trying to present a serious world, but where moments of ludicrousness are thrown into the mix. This is actually where the person consuming the game/movie/book/whatever is jarred out of their normal state and realises something is wrong.

The Problem

There are significant barriers preventing people from understanding video games as a medium.
There are significant barriers preventing people from understanding video games as a medium.

People outside of video games mistaking the medium for being simulations more than games may seem at most like a moderate annoyance to us, but I believe it actually represents a big problem for video games as an entertainment medium. When people outside of the gaming world look at a video games, they often don’t see a twitch-based FPS, an open-world action-adventure game or a deep and complex RTS, they see a game about shooting people, a game about killing zombies, a game about commanding an alien army, and yes this is a good chunk of what our games are about, but when first impressions show the narrative and aesthetic of our medium but not the gameplay, people don’t just miss a big part of what makes video games enjoyable, they miss the unique and fundamental component that no other entertainment medium apart from video games has.

I’m not saying that we’ll ever see or even that we should see a time where people gravitate towards games for the gameplay no matter what aesthetics they have, but the public is very unfamiliar with gameplay as entertainment (or at least the specific kind of gameplay video games tend to use) and so the exact charm of the video game is often lost. Hopefully this is starting to be rectified now that motion control games, Facebook games and iPad/iPhone games are all the rage, and this misconception over simulation is by no means the only thing that has made video games less popular in the general public than other entertainment mediums, but I think we have a long way to go before people really understand gameplay and how it presents itself as part of an entertainment experience. Thank you for reading.

-Gamer_152

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Video_Game_King

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Edited By Video_Game_King
@Gamer_152 said:

Often, lack of realism can be turned greatly in favour of a game.
Often, lack of realism can be turned greatly in favour of a game.
 

Why wasn't that El Shaddai :P? Also, hooray for awesome blogs!
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Edited By danielkempster

Great write-up, Gamer_152. You're without a doubt one of the best bloggers on this site, well deserving of a spot on Sweep's Initiative.

I don't really have anything to add beyond the fact that I agree wholeheartedly with pretty much every word of this blog. One thing I'm not sure I can get behind is the notion that non-game-players aren't aware of gameplay being the fundamental difference between video games and other forms of entertainment - the interactive nature of video games has long been used as a scapegoat for horrific events like the Columbine shooting. Rather than missing the interactive element, I think there is a definite lack of understanding about it, which again all seems to come back to the widespread misconception that video games are simulations. I hope for the sake of the industry that's one stereotype we can overcome.

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Edited By sparky_buzzsaw

Part of the problem too is the way games are advertised. Without question, the situation has improved over this last generation in particular, but we still occasionally have the testosterone-filled guns-ablazin' commercials more often than we have anything that tries to define what sets the game apart from the perceived simulator. It's a tough call to make, though, as there's definitely a proven track record of that approach being commercially successful. But I do think we're seeing more people realize that games as entertainment can be a little more nuanced, especially with the craft and care given in more recent years to the commercial approach.

In any case, great write-up.

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Edited By gamer_152  Moderator

@Video_Game_King: Thank you. I still haven't seen much of El Shaddai myself. I should check out some videos of it or something.

@dankempster: Thank you. It's comments like this which are a big part of why I keep writing. As far as the video game scapegoating goes, we shouldn't confuse people being aware of the interactive nature of video games with people being aware of the nature of gameplay in video games. When people like Jack Thompson have referred to video games as a source of evil, they've not regarded them as "murder games" but literally used the phrase "murder simulator" with great consistency.

@Sparky_Buzzsaw: Thank you and I agree, video games trailers are usually played out in a similar way to most action movie trailers. I feel another part of the problem though is not just that these trailers have a proven track record of selling games, but what is the alternative? I can't think of a way to really show off the interactive aspect of a game without showing bunch of dumb pictures of a person hitting buttons on a controller, followed by the character in-game doing stuff. One of the reasons the Wii was able to market itself so well was because with its motion controls, the trailers showed off the interactivity of the games in an exciting and clearly understandable way. I just don't think you can do the same with more traditional types of games.

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I love it when devs, especially FPS devs, talk about realism in their games. Games by nature are a work of fantasy designed to give an escape from the reality that we are forced (yes...FORCED) to live in every day.

Great read.

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Edited By gamer_152  Moderator

@Video_Game_King: Think you may have gotten your videos mixed up Video_Game_King, unless you meant to send me that crazy Final Fantasy VII bike sequence.

@Mordukai: Thank you. I think games are about more than just escapism and like I say realism can be used in a positive way, but yeah, it's sad to see people being mislead by people trying to use "realism" as a selling point for their game.

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@Gamer_152
 
That's the joke.
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Edited By iam3green

awesome read. 
 
video games are just fantsy place. games are sometimes made to be a simulation type game.

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Edited By sparky_buzzsaw

@Gamer_152: Agreed. I don't see much of an alternative. Let's hope some PR teams figure it out, though. I've loved the CGI commercials this generation for stuff like Lost Odyssey and Gears of War, and of course, the full length CGI trailers for games like Dead Island are pretty damned iconic in terms of video games. If the industry can somehow match up gameplay trailers to those, I think they could achieve some modicum of respect and that desired "Eureka!" moment. However, like you say, it's a tough sell, and if it could be done well, I'm sure smarter guys than me would have done it long ago.

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Edited By cassus

Before games got all the blame for violence, violent movies got all the blame. Porn movies still often gets the blame for rapes. I kind of agree with Gamer_152 in that people don't see the gameplay side. My sister (age 11) plays GTA4 a lot, and what she likes doing is just playing it like a sandbox game, and what she really enjoys is the gameplay side. Crashing, killing people, running them over, dropping nades out of the car as she passes and intersection and then watching the chaos unfold. To the untrained eye, this looks like a killing spree, but to the gamer, it's all about timing (getting the nade in the right spot to start a chain reaction, powersliding to hit the most people in one KASPLAT, that sorta thing). The senseless violence is secondary and not even all that important.

I did a playthrough of Fallout: New Vegas a week back, and I played it as a mass murderer. My primary motivation was to see if it was a viable way to play the game, which it actually was. I hit level 20 and had fun doing it. I don't have any serial killer aspirations, but it was still lots of fun. Trying to get away with a well planned murder at low level was extremely challenging and I died quite a few times.

I've always wanted a game that did just that. Simulated being a murderer, and the planning and execution of it to minimize risk of being captured or killed. To any non-gamer, this would seem like a training tool for psychos, for me it would be a way to put my mindgrapes to the test. Do I have what it takes to outsmart the cops? The Hitman games did this to a certain extent, but there wasn't the kind of depth that I was looking for. And I know a game like this will never be released. The media would go nuts if it ever did.

(sorry about the wall of text...)

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@iam3green: Thank you.

@Sparky_Buzzsaw: I must say, for all the flack that I've given Gears of War, it has had some amazing trailers.

@cassus: That's okay, I love walls of text. I think that games are a mix of enjoying the gameplay and enjoying the simulation aspects, but you're right that when one shines through far more easily than the other, it's easy to see why less informed people are shocked by video games. Even if they were just murder simulators though, I don't think that would be a problem in itself. As for a deeper Hitman game I could see something like that being released one day. If the media latched onto it they'd probably rip it to shreds, but they've never been that logical about which games they've targeted and which they haven't, and the complexity of the games is something that never seems to come into the equation anyway.

@dcgc: Thanks a lot.

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Cool Read

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games shouldn't try to mimic reality, if they do then what would be the purpose of buying a game, just

do it in real life, except if its killing, but I doubt any game out there that captures that in a realistic way.

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Edited By Fizzy

@cassus said:

I've always wanted a game that did just that. Simulated being a murderer, and the planning and execution of it to minimize risk of being captured or killed. To any non-gamer, this would seem like a training tool for psychos, for me it would be a way to put my mindgrapes to the test. Do I have what it takes to outsmart the cops? The Hitman games did this to a certain extent, but there wasn't the kind of depth that I was looking for. And I know a game like this will never be released. The media would go nuts if it ever did.

(sorry about the wall of text...)

I don't know if I should be scared or creeped out that I was hoping someone would make a game like this too. In open world games I always try and commit crimes/murder annoying NPCs without getting caught. :D

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Edited By Ravenlight

Your post is dumb and I disagree with everything you said!

Just kidding. Great writeup but based on the title, I was expecting more of a compare and contrast between sim games and real life :P

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Edited By SSully

I feel that developers bragging about realism in their game is just a ploy developed by their marketing team. People bitch all the time about games not being realistic, but most of the time their complaints have nothing to do with realism, it is more of a complaint about the way they died in a game, a way the game handled an event, and of course when people are talking about graphics. One example of developers doing this are slant six or even zipper with the socom games. With both Socom Confrontation and Socom 4 they spoke about how realistic the games have become because of next gen technology. All they are doing is just tossing around a term to get people hyped.

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Edited By ProfessorEss

Ahhh realism. Nowhere have I felt its effects as much as I have felt them in the stealth genre - to the point that I now actively dislike the genre as a whole. It seems "realism" in regards to the stealth genre is captured by increasing the length and complexity of an NPCs path, and increasing the time it takes that NPC to drop his guard and go back to his ridiculously long routine.

If you pop off a dozen rounds in an high-security enemy base is a five minute cool-down really that much more convincing than a one minute reset? Am I the only one who finds holding the crouch button in a shadow while my beard grows a poor return for a slightly more, yet still totally unrealistc, experience?

Has a longer animation loop ever really convinced a player that that NPC has a name, a wife, surprisingly strange music tastes for someone his age, or a really nice car that he shouldn't have bought because the payments are stretching him a little thin?

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Edited By Leptok

Tl:dr but my fav games are Arma, Mount and Blade, and MS flight sim. Sim games could have just a good of story as anything else, but that is not what they spend their time on. And the audience doesn't mind.

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@dr_zox: Thank you.

@Metaltron: I think it can be very good for games to mimic reality in some ways but realism isn't something inherently good or bad. As far as pure simulations go I think there are things apart from killing that it would be hypothetically useful to be have simulations of. For example not everyone has the money or means to fly a plane so flight simulators have a genuine practical purpose there.

@Ravenlight: Thank you. I often find titles kind of difficult to get right but I don't think this one was that misleading, what I think was a little misleading is that this was posted on the front page of the site and in the Bomb Squad Twitter account as being a comparison between two types of games more than anything.

@SSully: I think for a game like SOCOM realistic graphics do kind of work towards the art style it's going for, but I think you're right that claiming something is realistic is largely about marketing hooks and that a lot of people who say they want more realism don't really.

@ProfessorEss: I think a lot of the quirks we see in stealth games aren't just about adding realism, they're genuinely supposed to be part of the gameplay, but the highly punishing and slow-paced trial-and-error kind of gameplay that stealth games offer has never been my cup of tea. As for the thing about longer animation loops, I don't think that's really supposed to connect us to the guy we killed that much as it is to look cool.

@Leptok: I'm not trying to insult here but please don't try to criticise something I've written that you haven't read. This blog post wasn't about sim games or story.