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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

481–490 of 552 posts

Re: Why All of Our Games Look Like Crap

#481
This thread reminds me of patio11's thread "What I'd Do If I Ran Tarsnap" where Colin took a strong contrarian stance and everyone raged against it and in the end Colin won from all of the exposure.

In case you didn't read the end note: "I am writing these blog posts to get attention to our newest game, Queen's Wish: The Conqueror." I'd say he succeeded pretty well in that aim!

Re: Why All of Our Games Look Like Crap

#482

Earlier quoted context omitted.

Spiderweb Software and the Realmz folks collaborated to buy an art set, which became the Exile III graphics (and fans kinda just call them "the Realmz graphics"). They were then (somewhat) modified and backported to Exile I and II in ways that didn't always work great, which became the Exile I/II versions of those graphics.

Ah, interesting. I loved the heck out of the Exile games but I was unaware of details like this. I didn't even realize Exile I/II got graphics updates.

Old Exile graphics:

http://i10.tinypic.com/2lbkruv.png

New Exile graphics:

https://lparchive.org/Exile-2-Crystal-Souls/Update%2018/1-01...

Re: Why All of Our Games Look Like Crap

#483

Speaking of looking like crap, I was recently going through my old backups, and ran across an ancient forgotten installer for "The Sims Steering Committee" dated June 4, 1998, an early pre-release version of The Sims that we distributed internally at EA shortly after they bought Maxis, more than a year and a half before we released The Sims in March 2000. Here's a screen recording of a demo I made in a VM, which walk…

The Computer History Museum, or some similar institution, would surely be grateful to have that added to their collection.

Re: Why All of Our Games Look Like Crap

#484
post #245

Earlier quoted context omitted.

For each Undertale, how many games do you think there are out there that look good that will never break even? There are two sides to this: Can you make better games for cheap? Sure you can, many people have. But the second question is: How large a proportion of those who try that would be able to keep churning out profitable games for 25 years? Or even produce a single profitable game? There's nothing mediocre about…

Undertale had really amateur art but it was cohesive and looked like someone actually cared about it, versus a bunch of parts-bin stock graphics some guy bought on discount. I don't doubt the guy is successful, but he doesn't really bring up a convincing argument for his position. He could be potentially be MORE successful if he invested a little more in visual aspects of his games. Reading an article about why it is…

> Undertale had really amateur art

Not sure I can agree with that. Undertale had lo-fi art, but there was a lot of care put into it.

Re: Why All of Our Games Look Like Crap

#485
post #370
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'm with you on the games being excellent examples of a super niche style done well but he's basically writing an article attacking the very concept of art direction as a waste of resources. That comes off a little disrespectful towards people who care. I think there's no point in making their games looking any different than they do (because it's part of their brand, now) but the correct response to a question of wh…

> he's basically writing an article attacking the very concept of art direction as a waste of resources. That comes off a little disrespectful towards people who care.

Sounds like "people who care" are people that have spent a lot of money on art and need to respond to this post to justify it. Or are artists themselves and need to prove their worth.

Money talks.

Re: Why All of Our Games Look Like Crap

#486

Earlier quoted context omitted.

Ah, interesting. I loved the heck out of the Exile games but I was unaware of details like this. I didn't even realize Exile I/II got graphics updates.

Old Exile graphics: http://i10.tinypic.com/2lbkruv.png New Exile graphics: https://lparchive.org/Exile-2-Crystal-Souls/Update%2018/1-01...

That first screenshot looks like what I remember. I guess I never saw the graphics update.

Re: Why All of Our Games Look Like Crap

#488
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.

If he only was talking about his own art, then fewer people would be rubbed the wrong way. However, at regular intervals throughout this article, he feels the need to accuse his critics of also disliking other games with simple art. I think it's these quotes in particular that are the most pitchfork-worthy of the lot:

- (Screenshot of Ultima V) - "This is what looks normal to me"

- "Queen's Wish has a very retro square-tile top-down view, reminiscent of old Ultima games, old Pokemon games..."

- (Screenshot of Baba is You) - "If a game that looks like this can be a hit, maybe there can be room for me?"

- (Screenshot of Atari Adventure) - "If you don't like it, maybe the problem is you."

Apart from maybe(!) Atari Adventure, all of those games look far better than Queen's Wish. Even Ultima V shades one side of its walls, something none of his games have accomplished based on these screenshots.

It's an insulting strawman to say that the people criticizing his art would also reject these other games with simple art. It's also insulting to the artists who worked on those games, producing better results in a similar budget. Maybe the insult is unintentional, because he genuinely can't tell the difference himself. But if that's the case, he should just admit that, rather than hiding behind his choice to use a top-down perspective.

Re: Why All of Our Games Look Like Crap

#489
post #467

Earlier quoted context omitted.

The art style is mixed because he reuses most of his graphics. I think his pot sprite is almost 20 years old now. He just doesn't want to commission new art for every game. New objects and skills need new art, and I'd doubt Philip Foglio is still available to draw them.

Lol seriously the dude runs with sprites from 20 years ago? That’s seriously amazing

I agree, it's seriously awesome that he was able to get that much value out of that Sprite.

Re: Why All of Our Games Look Like Crap

#490
post #370

Earlier quoted context omitted.

I'm with you on the games being excellent examples of a super niche style done well but he's basically writing an article attacking the very concept of art direction as a waste of resources. That comes off a little disrespectful towards people who care. I think there's no point in making their games looking any different than they do (because it's part of their brand, now) but the correct response to a question of wh…

> but the correct response to a question of why they don't make a "better" looking game is that they don't care. Or, maybe, it's a taste issue. No, he plainly states it is a cost issue. He can't afford to hire the people who could create truly "good" art for his games.

Steamspy lists their games as having sold [in the millions](https://steamspy.com/dev/Spiderweb+Software). If they wanted to, they absolutely could afford a B+ tier art guy going through the basic steps of making their backgrounds not look like programmer art, for a few months.

You can actually see some decent concept art and character design in their current games but they're drowned out by a stubborn refusal to actually change the overall balance of detail, suffocating those decent artworks in a sea of blurry/noisy backgrounds. It's a colossal waste, really, only explainable by a stubborn refusal to "learn art", which I can respect by itself, but the post comes off as utter denial of that even happening.

It's okay to dismiss art direction and make that some kind of design philosophy, it works for their games. But blaming it on everything but dismissal feels wrong.

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