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Why All of Our Games Look Like Crap

jeff-vogel.blogspot.com

421–430 of 552 posts

Re: Why All of Our Games Look Like Crap

#421
post #385

Earlier quoted context omitted.

I kind of understand why the graphics were redone for Exile III, since there was a need to add a lot of aboveground tiles, and also cave tiles were needed for caves that were not Exile proper but just troglodyte dens or whatever. But the gray cave floor never felt as alien to me as what Exile is supposed to be. It bothered me less in Exile III since you spend so little time there, but it was weird backported, as you…

There are fan ports that run BoE on modern computers. Or, if you're on Linux, it runs well on WINE. (Are you... the Djur? ;) )

Yeah, I got as far as building OBoE a while back but ran into some issues with the UI. I think screen magnification would do the trick.

(Guilty as charged, I'm afraid! Been a long time.)

Re: Why All of Our Games Look Like Crap

#422
A nice related video is his GDC 2018 talk "failing to fail", over on https://www.youtube.com/watch?v=stxVBJem3Rs

I don't particularly like the art that his games use (and I also grew up on Ultima) but I'm 100% behind the idea that if "trying for better art" (and note that "better" in no way guarantees "something people will call good") means putting the entire business at risk, only someone with no sense of responsibility and no understanding of the value of a dollar would take that risk. Not in year one, and still not in year 25.

Re: Why All of Our Games Look Like Crap

#423

> 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)

I don't know about GP but I just don't like pixel art. It's just not my thing, just like I don't care for certain movie genres or certain foods.

Re: Why All of Our Games Look Like Crap

#424
post #336

I'm super happy that games that look and feel like those from Spiderweb Software exist. I think it's charming. But the fact that he feels compelled to write an article in defense of the art style is telling to me. I think it's not unreasonable to answer the headline question with "because they're stubborn". Their games look crap, not because of a lack of resources but because of a disrespect for visual design (it's n…

The problem isn't going into defense, it's having an acidic attitude towards it: > What fascinates me here is that the guy seems to think he is telling me news. Like, I'm smart enough to keep a software company running for 25 years, but I am unable to notice qualities in my games that are instantly obvious to Joe Q. Rando. Imagine that being said in any other context to realize how uncalled for such an attitude is an…

But that is pretty much exactly how Apple responds to criticism of their most asinine product decisions. They double down on them. (And occasionally, years later, quietly come to their senses)

Re: Why All of Our Games Look Like Crap

#425

Earlier quoted context omitted.

> The author believes there's a problem, or they wouldn't have written an article about it. From the bottom of the article: " I am writing these blog posts to get attention to our newest game, Queen's Wish: The Conqueror. You can also follow me on Twitter. "

Hah! He knows what he's doing better than anyone here thinks. Here we are discussing his ugly cheap art, browsing through his games, at almost no cost to him (writing a blog post?) He must have had at least a few hundred sales today, because I saw this blog post on twitter and reddit as well. That's really quite brilliant.

He even said his title was click-baity later in the article. He wrote this for the attention, and HN gave it to him. This has at least four times as many comments as most game dev articles I see that get linked here.

Re: Why All of Our Games Look Like Crap

#427

Earlier quoted context omitted.

We don't have numbers on the table, so we can't really talk about money. I am presenting what I think would be an efficient use of the money. Not paying a full time artist, not hiring an art director, just having someone with some sense of art fix up the whole asset directory a bit instead of simply asking people to do things generic like he says he does in the article. How much time will depend on the budget. This i…

I don't know JV's numbers, but I know mine and a high-quality visual artist who speaks fluent/first-language English and has the sort of willingness to play nice with others' art can be $50/hour. And for a game like these, you're talking quite a few hours, you know? You can go offshore for cheaper, but then you introduce risk, and if nothing else, JV's model is to minimize risk as much as is possible.

Their current game raised just shy of $100k on Kickstarter [0]. Presumably there have been additional presales via other platforms such as Steam as well. Given that, $10-20k as an art budget doesn't seem unreasonable to me, though I have no idea how to estimate how long it would take to do the art for one of his games and if that would be enough budget (probably not at $50/hour, but maybe at $25-30/hour).

[0] https://www.kickstarter.com/projects/619141553/queens-wish-t...

Re: Why All of Our Games Look Like Crap

#428
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.

It's not my understanding that having a fond nostalgia for somebody's works excuses the article's salty tone that basically tells people they're wrong for thinking the games are ugly, coming up with all manner of excuses but never once embracing that the problem is entirely the developer's own and nobody else's; yes, that point is laid out there but it's given as an excuse, not as a justification. There's a fine line.

Re: Why All of Our Games Look Like Crap

#429

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.

Perhaps the point should be that we lost sense for a particular aesthetic during the transition to 3d graphics techniques. I think this mirrors the transition from painting to photography over a century ago. As photography grew to dominate everyday images, painters had to go in a different direction to distinguish themselves. It's no coincidence that art became more and more abstract as photography grew.

There's probably a certain amount of truth to that. It seems like those animations sit in some kind of sweet spot between 'realism', 'beauty' and 'being visibly pixellated'. Since pixellation seems to mostly be used for the nostalgia factor as opposed to either realism or beauty such animations really must be a niche interest

Re: Why All of Our Games Look Like Crap

#430

> 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…

Unlike some of the others, I played on a TV with a wooden case, through an RF modulator, and I get the point you are making.
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