gary_0
9 hours ago
I feel old because the post talks about these techniques as if they're surprising innovations or compromises for more accurate simulations, but most of these tricks were industry standard for 3D games in the early 2000's. Much of the science about lighting, physics, and rendering we take for granted today was mostly unknown; developers just did the best they could with the basic tech that was available. Back then, just the fact that we could put thousands of hardware accelerated textured polygons on the screen was a miracle to us.
While Max Payne was cutting-edge, a lot of what made the visuals appear impressive was due to hand-tweaking by a team of highly skilled artists and designers, who were probably using ridiculously primitive tooling. Pretty much every realistic 3D game of this era had to make do with low-res diffuse textures, prebaked lighting, mostly fixed-function rendering, pre-scripted interactions, and particle dynamics that were basically just a few lines of C++. Other early-2000's games like Serious Sam, Halo, and Metroid Prime also managed to create immersive visuals with very limited tech, using the same techniques as Max Payne.
throwaway17_17
4 hours ago
I certainly appreciate the shout-out to the artists and designers from the era, These techniques were bent, twisted, and pulled in every way a development team could to produce artistic results that in some case genuine “moments” worth remembering while playing a game.
I remember being at a friends house while working on my masters thesis and him telling me to take a break and try out Halo. I had not had a console since the Nintendo 64 came out. I booted Halo and was literally mesmerized when I came out of a tunnel onto the Halo and saw the sky and the landmass. I can still remember that afternoon 20+ years later. Bought an Xbox the next morning.
Current game devs, especially in the AAA space, spend a lot of time and effort looking for hyper realism and embracing new tech to achieve accurate PBR. I wonder whether the limitations of the older hardware force a more artistic stance on everyone, even down to technical artists, to embrace an art style and art direction and work to achieve attractiveness vs realism. Or I could just be seeing my early 20’s through rose-tinted glasses.
jesse__
an hour ago
There's a great deal to be said for setting an aesthetic expectation.
Take Minecraft, for example. The most successful game of all time along many axies, and it looks .. a certain way. It's definitely not realistic. It's not even pretty in a lot of cases. But it's consistent, and people have pushed it to the limit and created some truly beautiful artwork.
I guess what I'm trying to say is that I think visual fidelity can be a selling feature, but art-style and consistency is much more important.
zokier
an hour ago
> Current game devs, especially in the AAA space, spend a lot of time and effort looking for hyper realism and embracing new tech to achieve accurate PBR. I wonder whether the limitations of the older hardware force a more artistic stance on everyone, even down to technical artists, to embrace an art style and art direction and work to achieve attractiveness vs realism. Or I could just be seeing my early 20’s through rose-tinted glasses
I'd argue that during Max Paynes time (early to mid 00s) gaming was far more graphics tech driven than these days, especially on PC. It is far more common to see heavily stylized or non-photorealistic games these days than back then imho. When I think early 00's PC games, lot of it is shooter games pushing the tech envelope very heavily, stuff like HL2, Far Cry, Doom 3 etc, and I don't think we really see that sort of games often these days anymore.
NoLinkToMe
3 hours ago
Absolutely agree, that's why Zelda BOTW hit so hard; artistic vision that spoke to me hard, even though it was released on specs that are 1-2 generations behind.
throwaway17_17
3 hours ago
BOTW hit me like a truck. I think that’s the only game as an adult, with a job and family, that I have over 500 hours in. I think it is also illustrative to consider the next closest game in play time for me is Elden Ring at ~400 hours. The similarities (and with FromSoft acknowledging world design inspiration from BOTW) to creating vast worlds with a clear and compelling ‘style’ absolutely carry the experience, even in spite of the less than technical cutting edge implementations and hardware.
Sharlin
5 hours ago
As someone who played the game back then, I didn't read the article as suggesting the techniques were surprising, particularly innovative, or unique to Max Payne. Just as a case study of one of the games that used those tricks to particularly great effect (as argued by the author).
justsomehnguy
5 hours ago
> While Max Payne was cutting-edge, a lot of what made the visuals appear impressive was due to hand-tweaking by a team of highly skilled artists and designers, who were probably using ridiculously primitive tooling
And let's not forget what while the game was released in summer of 2001 - it was in a development for the almost five years, with the first demos at '98 E3. There is a lot of things what were not even available in 1997 (Voodoo just released) and in 2001 there was already GeForce 3.