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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

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Re: Why All of Our Games Look Like Crap

#2
>made by a team of freelancers, to our specifications

So...did these freelancers not communicate with each other at all? When I saw the first screenshot on the page, of the newest game, I thought it was composed entirely of assets purchased from an asset store and built in RPG Maker and I expected the body of the article to be centered on why it's ok to buy assets when what you're focusing on is gameplay. I feel like this dev is really being taken advantage of by his cadre of artists because the other games on the page don't actually look bad. Maybe a hair generic, but not bad. The newest one, though, damn. That looks like someone's homework.

Re: Why All of Our Games Look Like Crap

#3
The graphics immediately reminded me of Tibia (https://www.tibia.com/news), the MMO running since 1997. My friends were into it at one point, and I cut my programming teeth writing bots for the game (sorry CIPsoft).

Kind of sad to see the playership has been in decline for the last 10 years though :(.

Re: Why All of Our Games Look Like Crap

#4
There's a difference between a conscious choice to maintain a certain style or level of detail, and a lack of willingness to improve said style. The whole article reads to me less like "I don't want to upgrade to 3D or higher detail" and more like "I'm too comfortable to want to improve the current art by putting in 10% more detail".

Disclaimer: I'm not a business owner and don't work in the games industry. My opinions are that of a layman from the (sometimes similar) maze of the development agency sector.

Lesson 1 is correct. Perfectionism will always be there.

Lesson 2 has a false premise that the amount of effort and cost to increase art quality is more than the value gained in sales and profit. It's not wrong that hiring more people will be a bit of a gamble, but also putting more time in it to iron out kinks is an alternative step. If you're a business owner then long hours are the norm, no?

Lesson 3 is just putting the blame on the freelancers. Yes it's hard to find talent and yes it's hard to afford it, but that shouldn't be an excuse to just give up on trying to strive for better.

Lesson 4 I agree with. One should follow their strengths. However that doesn't mean stagnating at one level.

Re: Why All of Our Games Look Like Crap

#5

There's a difference between a conscious choice to maintain a certain style or level of detail, and a lack of willingness to improve said style. The whole article reads to me less like "I don't want to upgrade to 3D or higher detail" and more like "I'm too comfortable to want to improve the current art by putting in 10% more detail". Disclaimer: I'm not a business owner and don't work in the games industry. My opinio…

> There's a difference between a conscious choice to maintain a certain style or level of detail, and a lack of willingness to improve said style. The whole article reads to me less like "I don't want to upgrade to 3D or higher detail" and more like "I'm too comfortable to want to improve the current art by putting in 10% more detail".

He has an entire section dedicated to this issue though. Which boils down to the fact that improving the graphics sufficiently for enough people to not say "this looks like crap" far outstrips the budget and team he has available. His take:

> I have had games where I worked very hard to improve the graphics, spending a lot of time and money, and they really did look better! But when I released those games, the vast majority of people who had said, "Your games look bad." STILL said, "Your games look bad."

I get his position and I don't see a problem here. Gamers are incredibly fickle and I wouldn't want to be subject to the whims of the gaming community's opinions on graphics. Of course, he's choosing to limit his audience to an extent but ... that's fine. He wants to focus on everything else that can make a game good and valuable and it seems that's something that his business has continued to survive on.

Re: Why All of Our Games Look Like Crap

#7

There's a difference between a conscious choice to maintain a certain style or level of detail, and a lack of willingness to improve said style. The whole article reads to me less like "I don't want to upgrade to 3D or higher detail" and more like "I'm too comfortable to want to improve the current art by putting in 10% more detail". Disclaimer: I'm not a business owner and don't work in the games industry. My opinio…

> Lesson 3 is just putting the blame on the freelancers. Yes it's hard to find talent and yes it's hard to afford it, but that shouldn't be an excuse to just give up on trying to strive for better.

As a business owner, you have to do some kind of de-risking to your production process. If that includes not relying on freelancers so you can hit deadlines, that's fine. It's a completely valid excuse.

Re: Why All of Our Games Look Like Crap

#9
Arrrgh, there are a lot of interesting and good points in the article but for the most part they miss the wood for the trees. The actual answer is that care isn't being taken to develop a style that looks good and meets his constraints. Jeff needs a good art director.

The Ultima V and Baba is You examples are excellent counter-points because they show how great games with simple styles can look.

Re: Why All of Our Games Look Like Crap

#10
ITT: lots of people missing the point that he doesn't actually believe his games look like crap, he's just made a conscious (and profitable) decision to go retro. He likes his games' visual style and values the freelancers who produce the art. I didn't think this is a difficult point but apparently it is.
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