I see you don't actually know what you are talking about. Next you'll say graphics tech advances comes at the expense of something like sound design, or that sound design comes at the expense of plot or gameplay, or that fucking texture resolution comes at the expense of plot. If you don't actually know anything about graphics technology or how games are made then stop posting, because it's embarrassing to read every time you post when you're clueless about everything you ever say. They are not mutually exclusive nor do the have any adverse negative affect on one another, a person in charge of writing a plot or gameplay planning has nothing to do with graphics implementation on the technical side, the people making the advancements in technology aren't somehow going up to the scenario writers or gameplay planners and telling them they can't put so and so story or so and so gameplay in.
By your own logic the fact that devs started using newer engines with more advanced technology instead of sticking to old ass engines from gens ago means that gameplay and plot are being negatively affected because of advancement in technology, essentially you are saying that a game using UE4 is being negatively affected in its plot and gameplay than a game running on UE3, or the same for UE3 from UE2. Bro please tell me how did games starting to use DoF when that was first introduced into 3D game engines negatively affect gameplay and plot? How did games using real time GI negatively affect gameplay and plot? How did games using real time Physically based rendering and Image-based lighting come at the expense of gameplay and plot? How did the introduction of audio streaming instead of using soundfonts with midi come at the expense of plot and gameplay? How did the introduction of 3D movement in a 3D environment come at the expense of story and gameplay for gaming? How did the use of texture data and bump mapping in video games come at the expense of gameplay and plot? You know things like that didn't just always exist in games, right?
To be fair, there
are some associations between tech and the quality of gameplay and story... they're just far more complicated than a company needing to choose between putting resources in the "tech" or "gameplay and story" baskets. =P
1) Visual fidelity in character models and animations can have two different effects... which, ironically, operate in opposite directions:
- a. Low visual fidelity leaves far more room for imagination, which for some players transforms a limited or even unambitious story into an unsurpassed epic. It also enforces a certain level of exaggeration and makes it far less likely for imperfections to ruin the overall effect.
- b. High visual fidelity, when used properly, can create a far more immediate connection with the player's emotions, as the characters' reactions can be portrayed down to the slightest detail.
(Note that voiceovers increase
both the positive and negative effects of visual fidelity.)
2) 3D environments tend to require a very different scale than 2D environment, which makes things particularly weird for RPGs that rely on random battles -- 2D RPGs tend to have very high encounter rates and much shorter travel distances than a 3D game could possibly allow. This inevitably alters the pace of the game (which isn't necessarily a good or bad thing, but is definitely
different).
- a. One rather strange consequence of this is a change in the type of music used within environments. Since you're stuck in the same area for longer, there's a tendency to move away from repeating catchy, melodic tunes towards unobtrusive atmospheric pieces, which can seem like a major downgrade if you liked listening to the former kind of tunes on their own merits.
3) 3D games tend to have a much,
much longer iteration time than 2D games did, especially when they use GI solutions that aren't fully realtime. This can be a big disadvantage with regards to both gameplay and story, since it makes it much more difficult to test things to see what works and what doesn't. With that said, this is one area where increasing tech might actually make things
better, since pathtracing would render baked lighting a thing of the past.