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MacPaint Art from the Mid-80s Still Looks Great Today

blog.decryption.net.au

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Re: MacPaint Art from the Mid-80s Still Looks Great Today

#81
post #68
post #26

Earlier quoted context omitted.

Hm, are you sure that there is not some nostalgia at play here? To me they look horribly pixelated and at least some would improve aesthetically a lot for me with a higher resolution.

You have no idea on how charming these games look.

Looks like return of the obra dinn! Which was obviously targeting this look on purpose.

There are also some great blog posts by the obra dinn guy about 1-but dithering. They make the rounds on HN once in a while

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#84
post #78

[flagged]

Did you also verify these claims? This is the exact kind of scenario where AI's will make stuff up.

Yes - seemed correct.

James Leftwich: http://www.macpaint.org/jimwich.html

Bert Monroy: https://www.bertmonroy.com/

Laurence Gartel: https://digitalartmuseum.org/gartel/bw.html

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#85

There's a term I read about a long time ago, I think it was "aesthetic completeness" or something like that. It was used in the context of video games whose art direction was fully realized in the game, i.e. increases in graphics hardware or capabilities wouldn't add anything to the game in an artistic sense. The original Homeworld games were held up as examples. Anyway, this reminded me of that. Making these picture…

Thats an interesting concept. Considering it, the big first party titles certainly had stellar presentation art-wise. Doesn't seem like they were limited in achieving their vision in say, sonic the hedgehog. Even the later games with pseudo-3d the art direction makes it feel complete and like it fits the aesthetic.

And even the new ones that have gone back to that style have the same 'look'(obviously because they're trying to be like those old games) but the graphical fidelity doesn't seem to change much beyond more pixels.

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#86

Then we should probably mention http://macpaint.org (From page HTML source) Does anyone even remember why Netscape 4 was bad?

From vague memories I remember NN4 on classic MacOS was, I recall, a total memory leaking / crashing shitshow. I worked in a shop that had a bunch of Macs and the rule was you couldn't run FileMaker (which they used a lot) and Netscape at the same time because the two would just run over each other memories. The glory days of lack of memory protection on MacOS 7.6.

But I also don't think 3 was much better.

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#87

Earlier quoted context omitted.

I have to imagine that fully realizing a vision can only truly take place when the artists are not working at the limits of the present day tools. I’m thinking of something like games today that choose an art style and run with it, rather than trying to push the hardware as hard as possible. Was this the artist’s vision, or were they simply making the best of the tools they had?

Pixel art is very much still around today, even though it's far from "pushing" the limits of current hardware. It's pursuing a rather consistent "vision" of maximizing quality while staying within the bounds of a predefined level of detail (i.e. resolution) and color depth.

I think most indie developers choose pixel art (and low-poly 3D) today because they still can’t produce high-quality high-detail art, and high-quality pixel art is prettier than low-quality high-detail art.

It’s still a case where the developer can’t truly express their vision, but they can express it behind a filter, in this case pixelation, that makes our brains charitably fill in the missing details.

Although I’m sure for some games it is part of their vision, because there’s something intrinsically pretty about pixel art and low-poly 3D. Likewise there are 2D games like Cuphead that emulate “cartoon” style, and 3D games like Guilty Gear that emulate 2D anime; those are much harder than making a 2D or 3D game with traditional modern graphics.

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#88

Similarly, some cave paintings still look awesome. https://www.bradshawfoundation.com/lascaux/

Snark aside, that was my takeaway looking at the article. Why wouldn't they still look good? They were well done when they were made. The Mona Lisa still looks good. The tools don't define the quality, just the constraints. For grayscale pixel art, these are amazing pictures that hold up to the medium, regardless of if computers can do more now.

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#89

There's a term I read about a long time ago, I think it was "aesthetic completeness" or something like that. It was used in the context of video games whose art direction was fully realized in the game, i.e. increases in graphics hardware or capabilities wouldn't add anything to the game in an artistic sense. The original Homeworld games were held up as examples. Anyway, this reminded me of that. Making these picture…

I have to imagine that fully realizing a vision can only truly take place when the artists are not working at the limits of the present day tools. I’m thinking of something like games today that choose an art style and run with it, rather than trying to push the hardware as hard as possible. Was this the artist’s vision, or were they simply making the best of the tools they had?

I'd say that the nearly opposite is often true: the limitations shape art and even make it art. The masterful handling of limitations, and doing apparently impossible, is a legitimate part of art.

Academic Western poetry shed the metre and the rhyme in an attempt to be free from limitations and more fully express things. Can you quote something impressive? OTOH rap, arguably the modern genre of folk poetry, holds very firmly to the limiting metre and rhyme, and somehow stays quite popular. If rappers did not need rhyme as a tool of artistic expression, they probably would abandon it, instead of becoming sophisticated at it.

Same with pixel art, and other forms of pushing your medium to the limits, and beyond.

Re: MacPaint Art from the Mid-80s Still Looks Great Today

#90

Earlier quoted context omitted.

Pixel art is very much still around today, even though it's far from "pushing" the limits of current hardware. It's pursuing a rather consistent "vision" of maximizing quality while staying within the bounds of a predefined level of detail (i.e. resolution) and color depth.

I think most indie developers choose pixel art (and low-poly 3D) today because they still can’t produce high-quality high-detail art, and high-quality pixel art is prettier than low-quality high-detail art. It’s still a case where the developer can’t truly express their vision, but they can express it behind a filter, in this case pixelation, that makes our brains charitably fill in the missing details. Although I’m…

Games from Neo Geo were pixel art of very high quality. Just check Garou.
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