Java2D is slow. Answer is yes, it is.
Even though I’ve seen improvement in the libraries over time from 1.4 (when I started) to now, it will not be able to out perform OpenGL which uses pure C implementation. It has nothing to do with immersion, or games people should or should not be designing. In my opinion, I think Javascript and HTML have a lot more potential when combined with the OpenGL pipeline than LibGDX does, because you don’t have to go through as many hoops to get iOS support. Will that change in the future, probably, but it is just very forward to be promoting one technology as better for game development than all others.
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As for immersion, I agree with this thread 100%. Graphics =/= immersion.
im·merse (-mûrs)
tr.v. im·mersed, im·mers·ing, im·mers·es
- To cover completely in a liquid; submerge.
- To baptize by submerging in water.
- To engage wholly or deeply; absorb: scholars who immerse themselves in their subjects.
Graphics are a part of immersion, they aren’t the deciding factor. Everything has to flow and be transparent in order for immersion to take place. It is a condition that requires your full focus and attention. Even something as simple as a noise going on outside can distract from it.
Games become easier to immerse yourself into the more senses they ignite at the same time. That is why theaters are very effective, they make sure they fully get you relaxed and ready to be immersed with sight, sound, and visual spectacle. It is also why many people believe theater experiences are a lot more effective than at home. (Hell, even I’d be interested if they made a public theater style gaming lounge for video games.) We just like being away from reality.
So, what does this have to do with gaming?
It simply means that you can create an immersive experience regardless of the platform.
I don’t know how many of you have heard of Passage, but this game still remains as one of my greatest deep experiences I’ve had with a game. I wasn’t expecting much, as 8-bit graphics aren’t very impressive to look at in today’s age. But, the game still managed to keep me drawn in all the way to the end.
Graphics are a selling point. It is like the movie poster for video games. Games with great graphics usually have high selling points early in their career and drop off over time. (Sounds like most games today actually.) There is a completely different selling point that many game designers miss, and that is word-of-mouth. Word takes a while to generate steam, but it makes sales continue far into the future.
Sad part is, graphics are a one-night-stand. While word-of-mouth is a long-lasting relationship. People still need the same basics as they did when we were using ASCII graphics to create games.
- Decent visuals: So you can tell things apart in the world you are in.
- Transparent controls: Menu systems and control options that are not clunky and don’t get in the way of game play.
- Good logic: Game play that allows players to grow, gives a good challenge, and has good replay value.
Games that have these qualities usually are able to make money for longer periods of times. It is the success of these older games that allow names like Pac-Man, Sonic, Mario, and other games to last into today’s demographic.