keptcopsup
Newcomer
There is more than one reason why they stylize in every single movie they've made (apart from it being more charming and working better on a psychological level).
13 years after TS we're still not even approaching the level reached with the renderfarms of back then. There is a huge difference between having predicable scenes, with minutes or hours of rendertime per frame, to having one 60th of a second to do the same on affordable hardware.
I disagree. Like I said before, I think you could emulate a good deal of how many Toy Story scenes looked in real time. Lighting models would be simplified and the model poly counts would be scaled down, but would that make a vast visual difference? I don't think so.
Art is really all there is, the choice of medium and tools is really also an artistic choice on some level.
Well that's absurd. There was a lot of stuff artists couldn't do at all just 10 years ago. Sure if you decide "I'm going to do a 2D image using only 16 colors", but there was a time when you were LIMITED to that. Beyond that the more power and better tools you have, the easier it is to reach your artistic goals.
A console has to be affordable above all else to succeed. PS3 proves that for any doubters. Within the limits of the budget the wiimote is probably the best that could be done right now.
It's basically what the mouse was for the personal computer. Negating the need for lots of buttons and sticks, just point and click.
Now this is getting silly. PS3 is doing doing fine. As far as control methods for a reasonable price, I would agree the Wiimote is about the best you could do, but as far as system specs the Wii could have been a much better deal.
There is plenty of room for "that" within the realms of modern 3d graphics. I would argue that "simple" concentrated games like that are for closer to the real heart of hardcore, far closer to what realtime videogames are really (or should really) be all about.
I think videogames are different things to different people. I have friends who like good gameplay but mostly buy games based on the story and theme. Obviously games started with stuff like 'trying to get the highscore'. I think games can be more as well. Not really related to power or anything like that, but I believe stuff like online scoreboards / leaderboards are actually a pretty significant expansion in the 'simplistic' game genre.
So you would argue that, let's say the Bayeux tapestry, would be better with realistic pictures instead of the style theire in now?
Style and medium is an integral part of any good piece of art (and I don't hesitate calling some the classic "real", considering what is passing as art today).
I'd say on the Wii the Bayeux tapestry would be far less fine than if it were on the 360 or PS3. Not a matter of style but of quality.
A lot of the time constraints is a good thing (tm).
A lot of artists voluntarily puts constraints on themselves, to better focus their creativity and to "celebrate" the nature of the medium.
There are very few gameplay ideas that you couldn't fit on Wii. The reverse is not true.
Nonsense. Technical constraints are never a good thing. Artists should be able to constrain themselves, like you say, not be forced by primitive hardware. Look at Team Fortress 2, very stylized, very nice, yet limited hardware would have held back their vision.
There are VERY MANY gameplay ideas you can't fit on the Wii, and there are very many you can't fit on 360, PS3, or a ultra high end PC as well. We are still FAR more limited than open. Want to do a drama game where you speak through a mic to the AI? Impossible. Want to do a game with complex 3D breaking glass and liquids? Mostly impossible. Want to do a game where you can pick up objects and throw them freely within a 3d environment with real motions without the constrains of 'throw mode' contexts? Impossible.