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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

141–150 of 552 posts

Re: Why All of Our Games Look Like Crap

#141
Oh man. This thread is really something else.

Like...for miles in every direction, all I can see are pitchforks, and here I am standing alone on a small hill thinking to myself "Holy shit. That's the Spiderweb software guy. I've played every single one of his games, EVERY SINGLE ONE, and loved all of them."

The graphics in the games are exactly as good as they need to be to make wonderful story-driven RPGs.

Re: Why All of Our Games Look Like Crap

#142
post #63

Earlier quoted context omitted.

> Jeff needs a good art director. Did you miss the part where adding an employee would double his required budget for the game? Which means he needs at least double the sales? Which means more risk? And there's no guarantee he'll hit that even if the graphics look better? He spells out that he's working with freelancers, who often flake out for (understandable) various reasons.

You would think after 25 years of making games he'd have enough sense to direct art himself in some way. Seems like he's rationalizing his choices instead of taking it upon himself to learn from his customer's criticisms and his own experience. If I had made that many games over 3 decades I would have at least learned how to talk to freelance artists in a way that would get better over time. It seems Jeff has put no…

After 25 years of making games, he is directing the art. The art style hasn’t changed - that doesn’t happen over a span of decades without direction.

His art direction just doesn’t match the tastes of a large number of folks. Neither did H.R. Geiger’s. Nothing wrong with that.

Re: Why All of Our Games Look Like Crap

#143

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.

> Jeff needs a good art director. Did you miss the part where adding an employee would double his required budget for the game? Which means he needs at least double the sales? Which means more risk? And there's no guarantee he'll hit that even if the graphics look better? He spells out that he's working with freelancers, who often flake out for (understandable) various reasons.

For what it's worth, I clicked the comment thread here before looking at the article. And without recognizing the author's name, my first thought from what people were saying about it was "It sounds like we're talking about Avernum."

I played the demo of one of his games on a bondi blue iMac back in the early 2000's. The graphics then looked ok. But it's 2019 and new titles don't look better.

I've wondered before who the userbase is for these; is it just fans from back in the day when game development was a smaller thing and the competition didn't have great artists either? Because I can't see getting into them as a new player.

Being able to sell 2x by having a more consistent and up to date art style honestly sounds low to me. Even as someone who's played my share of RPGs, had a Mac back in the day, and know that Spiderweb Software exists, that's the main thing holding me back from checking it out seriously.

But if he's getting by with what he's doing and spending more to try and reach a broader market is a risk he doesn't want to take, that's his call.

Re: Why All of Our Games Look Like Crap

#144
post #141

Oh man. This thread is really something else. Like...for miles in every direction, all I can see are pitchforks, and here I am standing alone on a small hill thinking to myself "Holy shit. That's the Spiderweb software guy. I've played every single one of his games, EVERY SINGLE ONE, and loved all of them." The graphics in the games are exactly as good as they need to be to make wonderful story-driven RPGs.

I havent played any of his games but now would love to do it. I like dwarf fortress and generally am bummed with the gameplay in current games.

Re: Why All of Our Games Look Like Crap

#145
post #33

Dwarf Fortress, MineCraft, A Dark Room, etc. You don't need great graphics to make games that people really enjoy.

I think it's unfair to compare Minecraft with the screenshots shown in this article, as it'd always had a pretty consistent art style. That old neon-green grass was pretty weird though.

Re: Why All of Our Games Look Like Crap

#146
post #63

Earlier quoted context omitted.

> Jeff needs a good art director. Did you miss the part where adding an employee would double his required budget for the game? Which means he needs at least double the sales? Which means more risk? And there's no guarantee he'll hit that even if the graphics look better? He spells out that he's working with freelancers, who often flake out for (understandable) various reasons.

You would think after 25 years of making games he'd have enough sense to direct art himself in some way. Seems like he's rationalizing his choices instead of taking it upon himself to learn from his customer's criticisms and his own experience. If I had made that many games over 3 decades I would have at least learned how to talk to freelance artists in a way that would get better over time. It seems Jeff has put no…

>Seems like he's rationalizing his choices instead of taking it upon himself to learn from his customer's criticisms and his own experience.

The thing about Jeff is that he very much accepts "good enough". Could he make more or do better? Maybe. But that entails risk. Why bring on risk when you're already doing what you love doing and living off it? To make more money? Jeff's not motivated by money except insofar as it's necessary. He just wants to do what he loves and enjoy his life and family, and the "good enough" pace he's set delivers on that.

His art does nothing for me, either, but I do admire his willingness to settle for "good enough" in order to focus on what really matters to him.

Re: Why All of Our Games Look Like Crap

#147
Sometimes 'better-but-not-good-enough' is a trap. That's basically what Jeff Vogel is saying about moving up from his poor inconsistent art to slightly better art, but it's also how I feel about moving up from ascii characters to his style of "crappy" art.

AdoM is a fantastic roguelike created by Thomas Biskup, which originally had you as an '@' battling other ascii characters. Later he wanted a nicer interface and went for this kind of pixely tiles, and to be honest, I don't like it (edit: I just checked again, and the art looks far better than I remember. I still prefer the ascii version, though). If you go for bad art, just go all the way, and make it look consistent.

By the way, Baba is You, referenced at the end, is an absolutely brilliant game, and while the art looks cheap like a toddler drew it, it's all animated; they have three versions of every sprite and keep rotating them. That crappy animation arguably makes it look even cheaper, but it also brings the game more alive, and it's certainly more expensive. Most importantly, though: it's a striking and consistent look.

In the end, though: Jeff had been successfully making games he loves for 25 years. Whatever he's doing is clearly working.

Re: Why All of Our Games Look Like Crap

#148
> It achieved financial success (among the blind, apparently)

That reminds me: I guess not even a game like NetHack can be realistically played by a blind person, so I wonder if this was some failed kind of joke or if the author actually considers that audience.

Re: Why All of Our Games Look Like Crap

#149
post #87
post #63

Earlier quoted context omitted.

You would think after 25 years of making games he'd have enough sense to direct art himself in some way. Seems like he's rationalizing his choices instead of taking it upon himself to learn from his customer's criticisms and his own experience. If I had made that many games over 3 decades I would have at least learned how to talk to freelance artists in a way that would get better over time. It seems Jeff has put no…

Yes I agree. I almost feel bad for disagreeing with someone who obviously put so much love in his games and rightfully stands behind them, but I cannot shake off the feeling that there is a huge potential for improvement there that does not involve hiring additional people, more expensive artists, etc. Just investing some of his own time reading up on the fundamentals of art, visual language, perception, color theory…

I suppose, but all of that takes time, and he is only one person, and he only has so much time. If he directs some of it toward all the things you're suggesting, he'll necessarily be directing it away from the things that make a Spiderweb game a Spiderweb game.

I don't think he ever came out and said this directly, but he dances around it throughout the article: As a very small indie developer, that's a huge risk to take. He could end up alienating his current fan base, while at the same time failing to satisfy the tastes of others.

Re: Why All of Our Games Look Like Crap

#150

> People who grew up with Nintendo and Sega really like pixel art. As one of those people, I really don't like pixel art at all. Today's pixel art looks nothing like games did back in the day. The simple reason is that those Nintendo and Sega games weren't played on 27" 4k LCD monitors or 65" OLED TV's but on on the barely 14" CRT in my bedroom. We didn't have huge pixely sprites, they were small and blurry. It had a…

That era also had fantastic art in arcade games, so don't deny that things like Kim Kaphwan's pants exist

https://www.resetera.com/threads/animation-excellence-a-eulo...

I'd say today's pixel art generally doesn't hit the heights that it did in SF3 or some of the mid KoF games

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