When I
reviewed the original Star Wars: Knights of the Old Republic about a year ago, I
described it as a game that relied on the player's either willingness
or ability to suspend disbelief. I didn't really elaborate on that
point, but I think it touched upon something worth thinking about. To
me, the visual environments of KOTOR offered
a poor abstraction of the
Star Wars
universe.
Hence, they did a poor job conveying the sense of intergalactic,
space-opera adventure they were intended to convey.
Part
of the problem, I think, had to do with the Star
Wars universe
itself, too much a product of 1970s visual effects technology—awesome
for its time, no doubt, but stifling perhaps as an aesthetic
influence decades later. Drab spaceship corridors and flat desert
expanses don't necessarily make for very engaging experiences when
translated to the interactive medium of video game level design. The
other part of the problem, of course, was the limited graphical
rendering capabilities of 2003 game console hardware. It just never
felt
like I was exploring a living, breathing planet or space station when
I moved around the 3D space. I was too fully aware of the
environments as individual maps, separated not by geography but by
programmed loading screens.
If
The Elder
Scrolls V: Skyrim is
any indication, we've come a long way baby. I don't mean to compare
apples to oranges here. I'm actually not trying to compare the two
games at all. What I am saying, however, is that since first playing
this game a couple weeks ago (a bit late, I know), I've never
encountered a virtual environment so visually and technologically
ambitious.
For
those not versed in video game culture, the aesthetic style of The
Elder Scrolls series
is of the high fantasy variety that regards elves, trolls, and magic
swords as the stuff of commonplace. If first we had J.R.R. Tolkein
literature, compounded by Dungeons
& Dragons role-playing,
further compounded by The
Legend of Zelda
plus two-and-a-half decades of technological innovation, then today
we have Skyrim.
It's an open-world game in the truest sense of the word. In other
words, there is no distinction between background art and foreground
art, only a matter of simulated distance and perspective. Those
distant mountains aren't just two-dimensional decorations. They
represent a physical geography that you as a player are free to
explore and traverse, provided you can find a path that isn't too
steep for your character to climb.
The
name Skyrim actually refers to the fictional region in which the game
is set. Bounded by ocean and mountains, the interior landscape
encompasses all manner of open valleys, craggy peaks, forests,
swamps, and rivers. Skyrim
is
not the first open-world game. It's not the first and probably will
not be the last game to wow me with its incredible scope and detail.
That said, the detail in these environments astounds me. It's not
just the millions of polygons that comprise both the macro and micro
landscape. It's not just the beautiful HD textures that adorn those
polygonal surfaces. It's in the sculpting of the geography itself,
with its convincing shifts in elevation and assorted placement of
boulders and vegetation. Never has a fantasy universe, in and of
itself, felt so convincing. Never have I succumbed to such a grand
illusion.
An Epic of Ant-Sized Proportions
Out
of curiosity, I tried Google searching for an answer to how large
is—in relative scale—the over world map of Skyrim.
I couldn't find any kind of definitive answer, but some people were
saying that the game world was roughly equivalent to the size of the
game's predecessor Oblivion,
and that game world was supposedly about 16 square miles.
Unfortunately, I don't have any data or confirmation to really back
that up, but it strikes me as a believable guesstimate. And all in
all, I'd say that's a pretty impressive accomplishment, to be able to
create such an enormous environment of such detail and inherent
authenticity.
Oddly
enough, however, I get the feeling that the game is intending to
convey a world much larger than it realistically appears. How big is
Skyrim supposed to feel? The size of England? The size of France? The
size of Rhode Island? I really don't know. But the sheer amount
of
lore embedded throughout the world and its own implied grandeur—I'm
talking annuls of wars and conquests—would seem laughably
constricted to a mere 16 square miles. At one point while playing I
ran down from an isolated monastery near the top of one of the game's
tallest “mountains,” and it took me little more than a minute to
get to its base, across a valley, and through the gates of a village
called Whiterun. One of the reasons this Olympic-style feat was
possible is due to how fast your character can sprint—straight down
the side of a sheer mountain, no less. It's almost as if there's an
invisible treadmill underneath my feet. But I think it's also because
the game world is really not as epic in scale as it leads me to
believe. In fact, I think very few game environments are actually as
large as implied (Hyrule, Liberty City, etc.).
This
isn't in any way a criticism. If anything, it's a testament to a
game's capable art direction. The view from a 32-inch widescreen
television screen is just not the same as observing the world with
full peripheral advantage, and I get the impression my brain is
blowing up all that virtual space to a magnified scope. What would
this environment actually look like if I were able to inhabit it as a
real space, I wonder?
Let's Make This Real
The
first time I saw The
Legend of Zelda—though
it would be a long time before I played it myself—I looked on with
a sense of wonder. Those simple graphics (combined with that iconic
chip-tune melody) evoked a sense of adventure much larger in spirit
and meaning than was contained in the individual parts themselves. I
haven't played a new Zelda
game
since a little bit of Twilight
Princess on
the Wii, but it's interesting to see how Nintendo has reinterpreted
the essence of that series using present-day hardware and technology.
It's almost like they took those early abstractions as the real deal,
and they've maintained the series as more of a brand than anything
else. I do think that Ocarina
of Time took
the series an incredible step into the third dimension (I'm probably
in the camp that ranks it as one of the greatest games of all time),
and I'm sure the newest Zelda
adventures
make for great games as well.
But
to me, it's almost as if Skyrim
is a more authentic spiritual successor than anything Nintendo will
probably ever put out again. It's a game more in keeping with the
promises that the original Zelda
made
to video games as an expressive medium. While I find it
hard to evaluate Skyrim for
the actual game that it is (there's a lot more to talk about), as an
experiment of pure immersion, it's like entering a whole new Hyrule—a
vast over world with unlimited secrets and dungeons to explore. At
the very least, it's as if someone took the original Zelda
(itself
a bit of a high fantasy adventure, by way of Japan) and decided to
evolve the game's core aesthetic in the direction of photorealism
(and now I realize that the first time I talked about Skyrim
it
had to do with photorealistic violence).
For
good, bad, or for neutral, the need for suspending disbelief is
becoming continually less of an issue.