"Based on U.S. Bureau of Labor Statistics data, the level of entrepreneurship actually has declined in recent years. That is, the number of self-employed in the U.S. has dropped notably. Incorporated self-employed fell from 5.78 million in 2008 to 5.13 million in 2011. It climbed back to 5.64 million in 2016. So, after eight years, the number of incorporated self-employed remains well short of the 2008 level. Unfortunately, the news is even worse when it comes to the larger measure of unincorporated self-employed. The number of unincorporated self-employed declined from 10.59 million in 2006 to 9.36 million in 2014."
Why All of Our Games Look Like Crap
341–350 of 552 posts
Re: Why All of Our Games Look Like Crap
#342Re: Why All of Our Games Look Like Crap
#343> 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…
I think you mean you hate BAD pixel art. Thing about the critical modern successes is that they try to recreate that feel for modern hardware. In the process that naturally means they use more resources to pull off the visual look because 1) there's more resolution so more work needed and 2) it's usually being applied to a modern pipeline (computational lighting, for instance. Something NES games lacked)
Re: Why All of Our Games Look Like Crap
#344Earlier quoted context omitted.
Yes, I think that's exactly what that comment meant. I'm sure a 2 man experienced team consisting of a programer and an artist can recreate the vault intro sequence of F3 in a few months. They wouldn't be able to expand thst into the full 2007 game without years of man-hours. Because F3 itself took thousands of man hours. It'd take a lot less time with modern tools, but not enough to offset the work of hundreds of de…
You're not going to get hundreds of man hours of content for free but setting up Source or Unreal or Unity to get a modern engine with every feature those games had does not take months.
Re: Why All of Our Games Look Like Crap
#345There's this assumption that every artist wants to mimic the big budget people. Or not even big budget, just medium budget. That filmmakers want to make movies which are shiny and polished. But a filmmaker who tries to imitate a big budget production with a shoestring budget isn't going to get a polished film at a tenth the budget. They're gonna get a weird uncanny valley, kinda good looking film that isn't quite indie, isn't quite mainstream. And trust me, as a begrudging attendee of many small film festivals, it's not a good look.
Contrast that to say, Stranger Than Paradise, which is remarkably simple and very obviously low budget. It's in black and white. The acting is a little rough around the edges. The sets are extraordinarily simple. The camera doesn't do anything fancy. Yet it works because it takes full advantage of its crappiness. It doesn't half ass quality, it full asses crappiness.
Re: Why All of Our Games Look Like Crap
#346Oh 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 suspect he knew exactly what the reaction would be when he wrote the article.
Re: Why All of Our Games Look Like Crap
#347Earlier quoted context omitted.
I only played one of his game (avalon), but I finished it. As a casual / very hard to please player, finishing a game is a rare event. Congrats to him. And the graphism are good enough imo.
This, for me, is the thing that really distinguishes Spiderweb's games: it seems that nobody else out there is still making CRPGs that I actually finish. Other games look beautiful, yes, but they also somehow always end up getting kind of boring several hours in.
Re: Why All of Our Games Look Like Crap
#348The link to the Small Business Council at the end: https://sbecouncil.org/about-us/facts-and-data/ " Based on U.S. Bureau of Labor Statistics data, the level of entrepreneurship actually has declined in recent years. That is, the number of self-employed in the U.S. has dropped notably. Incorporated self-employed fell from 5.78 million in 2008 to 5.13 million in 2011. It climbed back to 5.64 million in 2016. So, after…
Re: Why All of Our Games Look Like Crap
#349the square peg of 'maximizing superficial appeal for the most short term popularity irrespective of the personal cost' is so deeply implanted in some people's minds that they literally cannot comprehend doing things in any other 'round hole' sort of way.
Re: Why All of Our Games Look Like Crap
#350Constraints ensure simplicity where there could have been excess.
If you have less pixels to work with, it helps you edit your design to what is clear and truly necessary. It prevents bad patterns from emerging in the UI and game interactions.
I applaud this developer for sticking to their guns, finding their niche and really making it shine.
There is nothing wrong with building around a practical and dare I say it, nostalgic design aesthetic.
"Make games you would want to play" is one of the mantras I repeat to myself whenever I'm tinkering with a game prototype.
Clearly Jeff understands all of this and follows through with the delivery.
Great article!