Thief Designer: Graphics Fidelity Peaked With Alan Wake
Original Thief designer Randy Smith Evergreen argues photorealism in games reached its zenith with 2010's Alan Wake. He believes further graphical advancements are unnecessary and a costly waste of resources. Evergreen suggests the focus should shift from chasing higher fidelity to other aspects of game design.
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"Why do we need more graphics?": 2010's Alan Wake was as photoreal as videogames ever needed to be, reckons original Thief designer
Former Thief designer Randy Smith Evergreen argues that photorealistic graphics in video games reached their peak with 2010's Alan Wake, suggesting further advancements are unnecessary and costly. He believes the visual fidelity achieved then was sufficient for immersion, and subsequent graphical arms races are a waste of resources, particularly for immersive sims.
Thief designer thinks the graphics arms race should have ended with 2010's Alan Wake: 'The fidelity curve has…
Thief designer Randy Smith Evergreen believes the graphics arms race in video games should have concluded with 2010's Alan Wake, arguing that current fidelity levels are excessive and serve little practical purpose. He suggests that games like Alan Wake achieved sufficient photorealism, and further advancements are costly without significantly enhancing the player experience, particularly for immersive sims.