Realtime 3D is the medium.

Michaël Samyn, March 24, 2012

It’s strange how easy it is to forget how truly remarkable contemporary videogames technology is. Being able to control a character and navigate a virtual world borders on the miraculous. And yet, most of the time, when interacting with a videogame, we manage to all but completely ignore the realtime 3D wonder that we are witnessing.

The history of videogames may, in part, be responsible for this. We have experienced the evolution of the medium from simple abstract presentation to astonishing photo-realistic detail as a history of ever more sophisticated dressing up of structures and content that have essentially remained unchanged. The tendency to dismiss this “cosmetic layer” in videogames is great.

There is also, of course, the demands that conventional gaming makes on our attention. We often simply don’t have the time to take in a landscape, or empathize with a character. The game relentlessly confronts us with one obstacle after the other, because it is fun to overcome them. And while that may make sense for symbolic board games or abstract arcade games, it is a terrible waste when it comes to finely detailed presentations.

And finally, the aesthetic success of the rendition may end up feeling so natural that we don’t notice anymore. Especially because experiencing this presentation requires activity. The experience quickly becomes mundane: navigating, finding places of interest, avoiding collisions and falls, etc. In a way, the realism of the simulation prevents us from enjoying its aesthetics and being impressed with the amazing thing that we are actually doing.

I fear that we may be throwing away the baby with the bath water if we don’t start paying attention to this raw material soon. We are so caught up in either providing very conventional fun for our audience or in exploring the “essence of interactivity” that we fail to see the forest for the trees. The really amazing thing about our medium is right in front of our noses. We just need to focus.

I want to address this in Bientôt l’été. Of course, a modest project like this cannot hope to rival the wealth and fidelity of big budget titles. But if independent creators do not embrace the medium of realtime 3D, how can we ever hope to expand its artistic reach? I’m gambling that having only a few high quality objects against an otherwise empty or abstract backdrop will suffice to convince the player of the reality of the place. But above all, I will give the player opportunity and time to allow him- or herself to really feel the presentation.

There will simply not be any game goals to distract the mind away from the content: all interaction is completely voluntary and there’s no extraneous rewards. But more importantly the game’s themes are aligned with the visual presentation: the places and characters are expressions of the content. The beach you walk on, alone, is your barren soul deprived of a mate. The wind that pulls at your clothes is the passion that rages inside. The entire space station is the inside of your skull. And meeting another person is really about meeting another person, being with him, needing his presence, enjoying his company. While his holographic state tells you that he will leave you. It’s inevitable.

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