There’s a rather large debate going
on recently though has been really going on for years, decades even, about
games and their frame rates. 60 Frames Per Second recently has been getting
probably the largest spotlight it ever has in the industry. Due to consumer
demand, a lot of games have been even claiming “60 FPS!” as a major selling
point. The industry seems to be pushing 60 FPS as a new industry standard and
consumers are happy to have their voices heard.
...Though some might argue maybe too
happy. I’m not exactly interested in pointing fingers, but there appears to be
a few groups pushing the 60 FPS standard with more effort than ever before.
Through a plethora of methods passionate fans are pushing harder than ever to
get their precious frames. However, I can understand how some might be a bit
concerned with this “framerate policing”.
Now don’t get me wrong, typically I
would say that 60 FPS would preferable to lower framerates, but I have no
illusion that a game’s framerate is some sort of objective statement about its
quality. There are plenty of games that suffer from low framerates and some
that wouldn’t exactly gain anything from more frames. There are plenty of
sub-60 FPS games that are fantastic, and some 60 FPS games that are just terrible.
I can’t help but feel the people pushing the 60 FPS standard so aggressively
are chasing some ghost of objective quality that just does not exist in the art
form of video games.
I can totally understand where the
argument may stem from though. A higher framerate would make for smoother
controls. A lot of games are action packed so every frame could make the
difference between life and death. Higher framerates are probably most
noticeably important in fighting games where single frame reactions and links
between moves could mean the difference between victory or defeat. Though video
games are a much bigger art form than twitch action games and not all of these
really need the extra frames.
The game industry at large has been
pretty poor at communicating about this issue though. When fans would ask about
sub-60 framerates the industry would come up with some really poor excuses.
Though their actual reasoning is likely very simple. The industry pushed hard
in the visuals. Picture perfect graphics, high poly counts, detailed textures,
lighting and other effects, the list goes on. All of these graphical touches
require system resources and they can easily improve these graphical elements
at the cost of having to animate more frames. Simply put, the industry had much
higher priority in graphics than it did framerate.
Personally I don’t exactly agree
with this reasoning a lot of the time. Most these graphical touches don’t
exactly amount to anything substantial to me. When the industry wants to churn
out bland, uninteresting, gritty, realistic looking games I can’t get too
excited for what they care to do with the system resources they dedicate to
graphics. In most cases I’d probably agree totally that the industry could
ditch the realism and improve something, so why not the framerate.
Though there are times where the
resources used on graphics are actually put to good use. When all of the
industry’s graphical tricks go into making a game look more beautiful and more
artful, rather than gritty and real, I can sacrifice the frames. Some games
might even need the lesser framerate to better fit its art-style. This is
typical in games that try to emulate a specific style of animation like
Claymation for example. Also, while I may disagree on the industry’s use of the
term “CINEMATIC” is in fact an art-style. If the industry wasn’t trying to push
really bland looking games I’d be in total agreement with them on this topic.
None of this exactly matters to some
games though. Some games gain nothing from having a higher framerate. When we
are criticizing trivia games for not running at 60 FPS, the argument looks
pretty silly. There’s no high paced life or death single frame reaction you’d
need in a game that just doesn’t operate like that. Trivia games, puzzle games,
adventure games, role-playing games, etc. operate much more slow and single
frames just aren’t as important, and if those frames could be canned to better
the game in areas that’s actually important than that’s better for the game.
The framerate debate tends to fall
more into a more tech obsessed side of gaming. Games that perform optimally and
make the best use of their extremely expensive systems are better. This tech
ideology in games is another ghost of objective quality that passionate fans
seem to be chasing. Honestly, the framerate debate probably hurts the less tech
savvy portions of gaming. The demand that games improve their framerate would
make a lot more games tough to run on lower end systems. Designing the game for
a lower, but playable framerate would be better for these fans. Of course, the
tech fetishists of games likely wouldn’t care for poorer people playing on
lesser systems.
Objective quality in games is a lie.
Objective quality in games is an illusion that the games industry and mainstream
games press have created so consumers would see their games not as art, but
products to be bought and consumed. I feel games criticism is definitely
getting further away from this, but the over-passionate tech fetishists fans of
games chasing the same ghosts of objective quality through framerate is not
doing games criticism any help. Framerate
is an important part of videogames, but it’s not a measurement of quality.
Criticisms about a game’s framerates should honestly be seen as a more case by
case basis. Is this game’s framerate acceptable? Would this game gain anything
from a higher framerate? What would this game lose in exchange for a higher
framerate? There’s no universal answer to all these questions for every
videogame, so why even pretend that 60 FPS should be a make-or-break feature on
every game? There is no objective measurement for games. Objective quality is a
lie we keep kidding ourselves is true.