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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

51–60 of 552 posts

Re: Why All of Our Games Look Like Crap

#51

Jeff, the art problems of your games have nothing to do with low-res. Baba is You (or Downwell) are just as low-res, but manage to look good because they use fewer colors and choose them well. I recommend learning that skill, it will make your games look way better and it honestly doesn't take that much time.

Baba Is You and Downwell are a totally different kind of retro. They're trying to look like NES games. John's games are retro as well, but they channel the very different style of 90s Windows games, which had so many colors (256) they didn't know what to do with them all.

Re: Why All of Our Games Look Like Crap

#52
post #12

I think the problem is that the game is in Uncanny Valley. It's trying to achieve a certain level of detail/realism, but it's falling short of expectations. This might be completely intentional, to evoke a feel for games from an era that did the same thing, but comparing to Baba is You highlights the developer doesn't understand that. Baba is You has gone completely in the opposite direction in terms of graphical det…

The art doesn't even need more detail or realism, it just needs consistent detail. Even just a simple palettization/pixelation preprocessing for every sprite could be enough - https://i.imgur.com/oPH7paD.jpg

And making sure light is consistent. In the first picture some objects like banners, notice board, bathtub shaped thing have clear shadow below them, others like fence, green plant, mushroom don't. Buckets have light coming from left side hay stack from right, other from top. I wonder if it would look better if some objects were flipped horizontally.

Re: Why All of Our Games Look Like Crap

#53
post #39

Honestly I think it's a shame when people are so picky about graphics. Some of the best games I've ever played were purely ASCII-based. I'm talking about various BBS games, or MUD-based games. There were also some really novel interfaces like like mTrek [0], and BattleTech 3030 MUX [1]. So much fun to play. [0] http://randsinrepose.com/wp-content/uploads/2014/07/mtrek.pn... [1] http://bt-thud.sourceforge.net/thud/big…

It's not so much being picky but that from a design perspective aesthetics should add to rather than detract from the experience. For a modern ASCII example take a look at Cogmind: https://i.imgur.com/lUpcTmF.gif

From a commercial point of view the aesthetics are used by consumers as (perhaps unfairly) a judge of quality.

Re: Why All of Our Games Look Like Crap

#54

Jeff, the art problems of your games have nothing to do with low-res. Baba is You (or Downwell) are just as low-res, but manage to look good because they use fewer colors and choose them well. I recommend learning that skill, it will make your games look way better and it honestly doesn't take that much time.

> honestly doesn't take that much time

On the contrary: It will take all your life :)

Re: Why All of Our Games Look Like Crap

#55
To each his own, of course, but a great art can really elevate game to a completely new level -

https://upload.wikimedia.org/wikipedia/en/2/2f/Braid-art-1.j...

https://upload.wikimedia.org/wikipedia/en/2/2e/Braid-art-2.j...

Yes, it is an expense and so it's also a risk, but not taking any risks means never trying to get out of your comfort zone.

Re: Why All of Our Games Look Like Crap

#56

Earlier quoted context omitted.

But it's not a question of adding more manpower. When I say Jeff needs an art director I mean that Jeff needs to care about art direction and that making a good looking game with his existing constraints is perfectly feasible.

> When I say Jeff needs an art director I mean that Jeff needs to care about art direction and that making a good looking game with his existing constraints is perfectly feasible. Then say that instead of "Jeff needs an art director", which literally means that Jeff needs an art director. Which means another employee. It doesn't mean "Jeff needs to be an art director". Which he is, but results in the current situatio…

Jeff needs an art director doesn't imply anything more than that. It could be him, it could be another full time employee or it could be something he has a freelancer develop at the start of the project.

Re: Why All of Our Games Look Like Crap

#57

Earlier quoted context omitted.

He explains why he doesn't want to get a single permanent artist in the article. A few times.

... it's like nobody's reading the article. And it's a good article.

It's an interesting pattern to notice; well written articles that pre-emptively address common questions, and then a pile of comments that ask those exact same questions.

Re: Why All of Our Games Look Like Crap

#58
post #30

I have been really enjoying the way games are being stylized nowadays. We reached a level of fidelity that is really expensive to maintain I think, and so game studios are leaning in on really solid art direction instead. It makes for much more interesting worlds and longer lasting art. For example, LA Noire looks dated (though still excellent in many ways), while Borderlands looks as good as when it was released. LA…

IMO even games that go for realistic graphics end up stylized, mainly because the technical limitations do force those styles (e.g. many PS2 games tried to be realistic but the lack of pixel shaders means they had to paint the lighting on the textures and the low resolution meant that they had to exaggerate some thinner shapes and both of those nowadays give a more cartoony look). The closer to "today" you go, the harder is to see this, but it becomes apparent when you see games from the 80s, 90s and (to a lesser extent, since they are more recent) 2000s. If you can say that a game looks like a $X game (e.g. a NES game or ZX Spectrum game or SNES game or PS1 game, or N64 game or PS2 game or PS3 game) that is because its appearance has aspects that are common with other games on $X - which is exactly what make that a style.

So with that in mind, "dated" is simply a realistic style that isn't old enough to have become distinct from the current peak.

Also FWIW "stylistic" doesn't necessarily imply cartoony or exaggerated, this is just a kind of style you can have but certainly not the only one. And of course the "styles" i mentioned above are treated as just guidelines, many NES-styled or ZX Spectrum-styled or PS1-styled games wont work on real NES/ZX Spectrum/PS1 (or even even strictly follow the visual limitations - e.g. many ZX Spectrum-styled games use single colored chunky sprites with bold outlines but they do not do attribute clash and similarly many NES-styled games use the resolution and palette of NES but ignore sprite or VRAM limitations). After all it is giving the impression that matters, not adhering to strict hardware limitations (though for some that may also be part of the appeal).

Re: Why All of Our Games Look Like Crap

#59
post #49

Jeff, the art problems of your games have nothing to do with low-res. Baba is You (or Downwell) are just as low-res, but manage to look good because they use fewer colors and choose them well. I recommend learning that skill, it will make your games look way better and it honestly doesn't take that much time.

Completely agree that it doesn't have anything to do with the fact that they are low res. However, it's not just the colors. For me it's mostly that the lighting across artwork is very inconsistent. The artwork separately is quite good, but because some stuff is much lighter than the rest it feels like it's gathered from multiple separate games and put together in one.

The article explains why this is so. Arguably with some art direction from Jeff himself he can make art that is more easily replicable, but the reasoning seems to be that "I have to be able to swap artists out."

Instead of learning enough about game art over 25 years to direct some consistency across artists for his games, he rationalizes it as an explicit business choice.

I think he's missing an opportunity to learn more about art himself. After making so many games for so long you think there would be some learning/mastery of low-res art. Seems like Jeff is taking the easier route of "that's my style."

No where in the article does Jeff talk about any effort he's put in to learn about palettes, lighting, or generic styles that can be emulated. He only talks about swapping out artists.

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