Of pixels to polygons the dimensional development of video games
Nintendo Amusement Evaluation and Development (任天堂 情報 開発 本部, Nintendo John Daihatsu Hon bu?, Lit. Analysis as well as Enjoyment Development of Nintendo ), better called Nintendo EAD, was the most popular as well as various video game development group of Nintendo. It was come before by the Creative Department (クリエイティブ 課, Kurieitibu Key?, Lit. Creative Department ), a team of developers who were responsible for several development jobs in Nintendo, where they were initially Shiner Miyamoto as well as Takashi Tea. Its part One of the most exceptional was Shiner Miyamoto, that led the group till 2015 along with Takashi Tea and Take Satan. They were the developers of one of the most popular legends of Nintendo as Mario or Zelda, along with various other legends such as Pet Crossing, Mario Kart, Pinyin, Celebrity Fox, Pilot wings as well as Wii series games. This department went away in 2015, by combining with Nintendo SPD to develop Nintendo END.
But the possibility of representing objects in more than two dimensions, needed some time to technical developments.
As the video game industry was still in its infancy, the possibilities were limited to two-dimensional pixels that were assembled into figures.
But even during this time, the desire to develop realistic games was great. So various tricks have been used frequently to the pixel to be programmed to simulate a three-dimensional space.
Table of contents
- 1Aller beginning is two-dimensional
- 2The development to 3D
- 3What coming?
The first step is two-dimensional
In some racing games, they were arranged for example so that they converge more closely in the distance, which is to give the player the feeling of really being on a racetrack. Of real 3D it was still far away.
With the jump from 8-bit to 16-bit and finally on 32-bit consoles himself extended the technical possibilities. The first developers began to polygons, so polygons to use to create their 3D models.
Here mainly triangular shapes are used because they are easiest for the consoles on calculating and many other shapes can be formed therefrom.
The development to 3D
Rates appears sharp in the God of War games stung. Thanks to many polygons. Source: Sony The greater the number of polygons making up an object, the better is its graphical representation and the more hardware power is required to render them.
By comparison, the initial region in Super Mario 64 with Peachs castle and the surrounding area consists of a total of 871 polygons while alone Rates from God of War for the PlayStation 4 is composed of about 80,000 of them.
The first 3D games that have been generated using polygons were so far not as realistic as todays standard and get to work aged from todays perspective the most ugly and bad.
Games like Final Fantasy 3 is clearly noted her age, even as here in the remake. Source: Square Enix for the former video game market games were as said Super Mario 64 or Final Fantasy, however, a huge revolution, there was previously no games that also zoom ranged only approximate as close to reality.
However, there was the jump from 2D to 3D is also a problem that different games have rows sometimes more, sometimes less well resolved. Namely, adapting the gameplay to new possibilities.
For the Zelda series for example, was not a big problem because it was designed since the first branch on the NEW more for a 3D engine. You could move there namely already in all directions, but only a two-dimensional map.
So the change to the three-dimensionality offered only positives in this case, as so not only was the gameplay improved, but also the story more realistic and could be made more captivating. This can be to the great first two 3D Zelda parts can see Ocarina of Time and Majors Mask.
Cutscenes in Metal Gear Solid benefit from the development to 3D. Source: INAMI generally have games where the story is important, largely drawn benefits from the development. These could also integrate realistic cut scenes now that were significantly cinematic than the two-dimensional predecessors.
Game franchises like Sonic but had it much harder to jump on the 3D train. Due to the very fast gameplay, a change to three-dimensional of worlds and level design was a major challenge.
Most attempts to bring the blue hedgehog in the third dimension, were unsuccessful because the developers did not make it, the basic essence and charm of the Games, basing on the fast and action-packed gameplay to maintain. This is reflected in the reviews of games like Sonic Unleashed and Sonic Forces again.
Nevertheless, the development had to 3D great advantages for the video game industry, mainly because of the now wider range of possibilities. And everyone can decide whether he wants to experience rather nostalgic 2D platform games or realistic story worlds.
What else is coming?
With real 4D Boxing has nothing to do. Source: Distinctive Software, Inc. is the limit of what can be games, achieved it, and if not, how far gaming can still develop? First steps to expand the third dimension have already been made with the development of virtual reality. But it is possible that even developed multi-dimensional game in the future four or?
No. The problem here is all that is beyond our three dimensions is not gripping and understandable for us. So its difficult to say how gaming would work in the fourth dimension as we can not know how the fourth dimension looks like. Asks us again in 1000 years, maybe the human mind has developed accordingly.
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In fact, however, there were already games that were to be able to represent 4D, for example, 4D car racing or 4D boxes. And you may know these virtual roller railways in gambling halls, where the seat is moving under one — according to the manufacturers 4D!
In these cases, this is not more than advertising, as 4D in the title is simply enthusiastic. But with the real presentation of the fourth dimension, this is not quite nothing to do.
So we prefer realistic and focus on 3D. Thats not bad, because Gaming is constantly evolving within this corset, just in other ways, and we will hopefully never see each other.
From Nicolai Brulé
& Lukas Schmidt
20.11.2021 at 11:00