Projects like The Last of Us: Part II lend themselves to ask if the video game still has a long way to go in terms of graphic realism, and according to Tim Willits, director of id Software, the answer is a resounding yes , which does not necessarily require creative lag.
As part of the interview I have given a few days ago, the veteran developer pointed out that we are still far from the hypothetical “disturbing valley” ” and noted that, in parallel, we live one of the most creative times in the history of the industry.
” There are people who will tell you that, when they played the original DOOM for the first time, they felt that they had reached the pinnacle of graphic technology. ” Willits explained. ” Actually, we’re a long way from experiencing the disturbing valley in a real-time video game. ” I have continued ” Also, we must not forget that we live one of the most creative eras of video games. We have a vibrant community of developers, in both the triple A space and the independent space, who have access to distribution platforms to bring their visions to the market. Do not underestimate the creative point where we are, it’s a great time to be a player. “, Concluded.
The” disturbing valley “” it is an aesthetic hypothesis that predicts the arrival of a moment in robotic and computational evolution where the similarity of the androids or the anthropomorphic models generated by computer with genuine humans is enough to awaken a strange sensation of discomfort.
<The question came from the statements of Hamish Young, technical director of Avalanche Studios, who a few weeks ago predicted to brake on the technical progress of the industry, to make way for a creative evolution. " With the arrival of the indies, now it is more important what the game is about, not what happens in it, " he said, although he acknowledged that there is still room to advance Interestingly, Young and Willits worked together on Rage 2, a joint project between Avalanche Studios and id Software that will debut on May 14.