Basicly the idea is to go as low as possible while mantaining a visual that still manages to appeal to you. The more "basic" looking it is the more of the rest (more AI, bigger maps, more crap going ot at the same time, more "behind the scenes" things going on, more in-depth gameplay,...) there is due to the fact that the visuals aren´t as heavy, the creation of the models is cheaper for the developer meaning more content, etc...
Kind of what Dwarf Fortress already does (at least from what I have heard, never played the game) or what happened with Morrowind and Oblivion (better visuals, less game)
Go here if you want for a list of some games throughout the years (its basicly an evolution of the graphics list) if you are having trouble finding the right balance
http://www.webdesignerdepot.com/2008/12/video-game-design-between-1990-2008/
For me I would go with the 2001/2002 look where the 3D starts to look solid and crisp. Max Payne, GTA 3, Halo CE, Timesplitters 2 and Splinter Cell. The cartoony look of Timesplitters makes things even easier providing a better overall look.
The scenery getting detailed and varied enough without getting messy (Deus Ex), confusing with the use of repetetive textures (Perfect Dark) or too static and square (System Shock).
For me this looks good enough for a game that would have a bigger scope in terms of size and interactivety with the ingame world then most games currently have
So, how low would you go to have more in-depth gameplay?
Kind of what Dwarf Fortress already does (at least from what I have heard, never played the game) or what happened with Morrowind and Oblivion (better visuals, less game)
Go here if you want for a list of some games throughout the years (its basicly an evolution of the graphics list) if you are having trouble finding the right balance
http://www.webdesignerdepot.com/2008/12/video-game-design-between-1990-2008/
For me I would go with the 2001/2002 look where the 3D starts to look solid and crisp. Max Payne, GTA 3, Halo CE, Timesplitters 2 and Splinter Cell. The cartoony look of Timesplitters makes things even easier providing a better overall look.
The scenery getting detailed and varied enough without getting messy (Deus Ex), confusing with the use of repetetive textures (Perfect Dark) or too static and square (System Shock).
For me this looks good enough for a game that would have a bigger scope in terms of size and interactivety with the ingame world then most games currently have
So, how low would you go to have more in-depth gameplay?