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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

231–240 of 552 posts

Re: Why All of Our Games Look Like Crap

#231

Earlier quoted context omitted.

> This is true for consoles Sure, but the author specifically mentions "People who grew up with Nintendo and Sega"

Sega and Nintendo both made arcade machines, too.

The author also posts pictures of a Nintendo console game.

Re: Why All of Our Games Look Like Crap

#232
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…

As mentioned in the article though, he did take steps to improve the art once, only to again hear complaints about it looking bad. How much effort should he be expected to expend chasing those consumers? Will the cost make up for it? His own reasoning is no, it won't, and it is difficult to disagree when people complain that 720p resolution is "unplayable".

Re: Why All of Our Games Look Like Crap

#233
post #205

Earlier quoted context omitted.

> lots of people missing the point ... he's just made a conscious (and profitable) decision to go retro And in turn I think you're missing the point somewhat - people's point is that retro doesn't have to mean inconsistent art style and bad colours. There are lots of examples of beautiful retro games.

The question then is how many of them are from developers that have been able to consistently live off it for 25 years. His point is not that it can't be better, but that he believes he can't do better without taking financial risks he does not believe to be worthwhile given that his current model works for him, and that his games look good relative to the constraints.

I think you're both right. As a businessman he's decided he does not need to do better in order to maintain whatever profit he requires to fund his livelihood. That's a perfectly valid decision. Who are we on HN to advise otherwise?? There are tons of examples of entrepreneurs who make "lifestyle businesses" that are good enough to put their kids through school. I'm not going to tell them they're doing something wrong!

The one thing I disagree with is that the graphics are not "retro". They're just bad. It doesn't look like someone sat down and planned a complete set of artwork having a deliberate retro style, with a consistent palette, lighting, etc. It looks like someone hired a bunch of rando one-off artists and threw together whatever they came up with--which is essentially what OP wrote that he does! It's working for him, so why change it?

Re: Why All of Our Games Look Like Crap

#234

Earlier quoted context omitted.

> they just have to train someone to get better at art directing. You're missing the point: the author is happy with the games and the success they've brought to him and his family, and he doesn't "need" random tips from anonymous message-board posters, most of whom have shipped precisely zero games.

I think Jeff is a treasure to the games industry but this discussion is nothing to do with giving him tips but critique of an article that was posted publically. It's fair to read it and disagree with it in a place specifically setup to comment on such things.

I read it more as an explanation of why it the suggestions does not work for him.

Sure, it's fair to disagree, but it's also very easy to disagree when giving the suggestions does not put at risk a business that has sustained his family for a quarter century in a business where very few even large game studios have survived that long.

Re: Why All of Our Games Look Like Crap

#235

> 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…

For me, pixel art is a technical limitation. I don't see the point of romanticising a technical limitation. What limitation are we going to do next? Retro low-poly 3D models? A soundtrack consisting of six songs only? Distributing the game on 13 floppy disks? Games that never get updates? Low quality collision objects? Null-model cable multiplayer? game_demo.exe file download from CNET.com? Anti-piracy methods by hav…

That's like calling a book a technical limitation compared to a movie.

Re: Why All of Our Games Look Like Crap

#236

Earlier quoted context omitted.

The claim that current technology is insufficient to replicate it isn't subjective. Perhaps the point should be that we lost sense for a particular aesthetic during the transition to 3d graphics techniques.

I don't think that's true. While physics for clothing have gotten a lot better, it's a lot of visual flash that seem easier to work like scarves, coat tails, pieces that hang down, etc. I can't recall seeing the kind of bounce that those old school pixel art pants have. Those Aladdin/MC Hammer pants have a weight and shape that I imagine is still really difficult to replicate well. But maybe I just haven't seen such…

In the few recent fighting games I can think of, Tekken 7 and Mortal Kombat 11, even with relatively light use of physics based fabrics I still see a lot of wonky movement/fabric clipping and getting stuck inside bodies. I definitely don’t think we’re quite there yet.

Re: Why All of Our Games Look Like Crap

#237
post #197

> 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…

Good pixel artists aim for the peaks of mid-90s arcade, the Saturn, PS1, and GBA. With a proper monitor/TV and cables (or just the GBA), you were looking at sharp pixels and vivid colors. Most (not all) people going for NES-inspired graphics are just amateur artists who try passing off their lack of skill for “retro style”. And frankly, it can work. Amateur artists can make good low res art. The real problem is peopl…

I’m no artist but making games seems fun so I’ve been dabbling. I make vector art, and write scripts to make raster animations at low resolution. This isn’t terribly different than how some of the more beloved 16 bit styles were made. I just haven’t moved into 3D modeling (and I’m also a bad artist).

Not everything has to be intricately hand drawn to look good, and even elicit nostalgia.

Re: Why All of Our Games Look Like Crap

#238

Earlier quoted context omitted.

He actually addresses why he won't solve any of the "problems" with more manpower. He's found local maxima and is willing to stay there because there are risks associated with moving.

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.

...if he were a different person, perhaps.

Re: Why All of Our Games Look Like Crap

#239

> 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…

For me, pixel art is a technical limitation. I don't see the point of romanticising a technical limitation. What limitation are we going to do next? Retro low-poly 3D models? A soundtrack consisting of six songs only? Distributing the game on 13 floppy disks? Games that never get updates? Low quality collision objects? Null-model cable multiplayer? game_demo.exe file download from CNET.com? Anti-piracy methods by hav…

Art is not functional. All things you listed are things no one is bringing back. If linen became obsolete hundreds of years ago why do people still wear it?

Re: Why All of Our Games Look Like Crap

#240
post #205

Earlier quoted context omitted.

The question then is how many of them are from developers that have been able to consistently live off it for 25 years. His point is not that it can't be better, but that he believes he can't do better without taking financial risks he does not believe to be worthwhile given that his current model works for him, and that his games look good relative to the constraints.

I think you're both right. As a businessman he's decided he does not need to do better in order to maintain whatever profit he requires to fund his livelihood. That's a perfectly valid decision. Who are we on HN to advise otherwise?? There are tons of examples of entrepreneurs who make "lifestyle businesses" that are good enough to put their kids through school. I'm not going to tell them they're doing something wron…

I agree it's "bad", but it's also clearly "retro". It's just not consistent, good retro. But making the decision of going with lo res, pixelated art is probably the right thing if you're not willing to take the risk of spending more on it. The inconsistencies are likely to be less obvious within those constraints than without them.
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