Lately I’ve been playing this game, STALKER: Shadow of Chernobyl, which is the last in the trilogy of STALKER games. The graphics are pretty nice, but the interesting thing about this game is how it tries to mimic real life, not only in terms of looks, but in terms of play. Yahtzee from Zero Punctuation gave a nice review of the first game in the series “Clear Sky” where he pointed out that while ” in most FPSs the player is some kind of hybrid of man and refrigerator, able to take entire munition dumps to the face, while the enemies all have armor made out of whipped cream and skulls made of cake, it seems going into this game everyone got their character sheets mixed up…” You see, in the STALKER series there are several mechanics that attempt to make the game more life-like, despite the horrific radioactive, monster filled setting. When you look through the scope of a weapon, your weapon wobbles slightly, as you fire on full auto, the gun kicks up, you become exhausted very quickly after running for a long time and need to stop to take a breather, you get hungry if you don’t eat for a while (which depending on how long you’ve gone without food, will greatly affect your energy regeneration), when you get shot, not only do you really get hurt, but there is bleeding to worry about, (same with all wounds, you need bandages to stop the bleeding that will slowly sap your health), weapons wear down quickly and start to jam more and more often, NPCs don’t like it when you walk around brandishing your weapon, and most importantly: the environment will quickly kill you if you don’t pay attention to your Geiger counter. I would argue that it’s mechanics like this that really make a game more immersive than just graphics alone, but graphics have come a long way. Check out this demo for the CryEngine 2 from Crytek. The graphics are three years outdated now, and the engine is being replaced with a more advanced cryengine 3, but it’s still amazing and highlights some of the graphic advances that go into making a game more immersive:
Now I enjoy that and I wish I had a computer that could run that, but it got me thinking. If the goal of game developers is to make games more and more lifelike, theoretically we’re eventually going to get to a point where video game graphics and game mechanics are indistinguishable from real life. How does that fit with the idea that games are an escape from real life? Will real life lose it’s appeal?
As I’m writing this I’m starting to have second thoughts about what I originally set out to write. I don’t think the fact that games are becoming more and more lifelike will eventually become counter intuitive. After all, while the mechanics and immersion will start to bring games closer and closer to the world we’re trying to escape, at the same time the settings and events played out in those games will still allow us to transport ourselves from our current reality.
Unlike some Sci-fi I don’t foresee a world where everyone abandons real life in order to play video games. I feel this way for a host of reasons but mainly because some people will just not be interested, and other will be too busy with life, like feeding their families, to be able to indulge in devoting large amounts of time to virtual space. Plus, I think there will always be a niche of people who like to play “old school” games, regardless of the medium. I realize I didn’t really take a position here in this post, or discuss in detail the deep philosophical questions, but I guess that’s because I’m still unsure myself. If this topic interests you, I highly recommend you take 20 minutes out of your day and listen to this talk given at TED. It’s pretty thought provoking.