How Does Limitation Foster Creativity in the Game Industry?

<p>Metal Gear Solid established the stealth genre, and game designer, Hideo Kojima, quickly discovered that he could create a great game despite the technical restrictions of the 1980s. Enemies in Kojima&rsquo;s action game take advantage of dynamic AI and attack the main characters several times. Such a thing was technically impossible given the hardware of that time. So, Kojima decided to create a title in which the main character can avoid encountering enemies as much as possible.</p> <p>After several decades, it was time for another effective creativity to emerge. Silent Hill 2 made extensive use of a fully 3D setting, which was unusual at the time of its launch. On the other hand, Resident Evil utilized some pre-rendered environments to avoid processing issues, and the camera angle was also locked. However, Silent Hill 2 developers were resolute in their work.</p> <p>Silent Hill 2&rsquo;s terrifying fog was developed for the same reason. The hardware on which the game was to be released was incapable of displaying depth of field while running 3D environments in real-time. That&rsquo;s why the development team included foggy environments, allowing the software to render minute details in each zone. The series&rsquo; foggy environment may be one of the main reasons why we know it&rsquo;s an outstanding horror game.</p> <p><a href="https://arium-gg.medium.com/how-does-limitation-foster-creativity-in-the-game-industry-bab78a3995fa"><strong>Click Here</strong></a></p>
Tags: Game Industry