Earlier quoted context omitted.
a well-developed aesthetic that is used as an informed choice Wow! I love the way you phrased this, and your post in general. It put into words something I had struggled to express. For too long, pixel art and other "dead" technologies like Q1 mapmaking were largely treated solely as kitchsy "retro" or "nostalgic" aesthetics and not worthy of study, refinement, and enjoyment in their own rights.
Personally i'm of the opinion that if you can point at a game and say "that looks like a XYZ game" where XYZ is some period-specific identification then that itself makes XYZ a visual style. E.g. "that looks like a PS1 game" or "that looks like a 90s game" or "that looks like a DOS game". And that includes "that looks like a PS3/X360 game" too, even if it is probably too soon for many to accept that :-P
Quake Brutalist Jam II
91–100 of 115 posts
Re: Quake Brutalist Jam II
#92I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…
I think video games are their own art form, now, with indie studios making beauties like Noita and AAA behemoth bottegas crafting entire worlds with every little corner containing art to explore should you take the time to walk, like the London depicted in Watch Dogs: Legion.
If only more companies had the courage and vision to make their games fully-moddable, thus transforming and extending their lives, like ID Software, Bethesda, and Bohemia Interactive have done.
Re: Quake Brutalist Jam II
#93I'm trying to make a push to get richter/antiquake to compile to wasm. I think I can knock it out this month. I just want to host my own Slide Quake server on a Cloudflare worker.
Re: Quake Brutalist Jam II
#94Earlier quoted context omitted.
> the engine really just lends itself to these environments So I used to think "this would make one hell of a Quake level" in places that it would be really inappropriate to think that: government buildings, hospitals, a school or two. It occurs to me now that these were all Brutalist-influenced buildings. This is something I never ever talked about, growing up in the wake of Columbine. In retrospect I guess it's not…
My friends and I made levels of our school campus dorms, etc. for both Doom and Quake. This was all prior to Columbine and nobody thought it was strange in the slightest; on the contrary everyone thought it was awesome (faculty included). A couple of years later, and who knows how it would have been perceived or if we would have even felt that it was appropriate. We only had two buildings with an architectural style…
Re: Quake Brutalist Jam II
#95Re: Quake Brutalist Jam II
#96Earlier quoted context omitted.
My friends and I made levels of our school campus dorms, etc. for both Doom and Quake. This was all prior to Columbine and nobody thought it was strange in the slightest; on the contrary everyone thought it was awesome (faculty included). A couple of years later, and who knows how it would have been perceived or if we would have even felt that it was appropriate. We only had two buildings with an architectural style…
We did that post-columbine. One of our friends made the map in something like CS or something. Our little friend group thought it was awesome, but it was also tacitly understood that at no point could we tell anyone outside our tiny little trust circle about it, god forbid they thought we were like the columbine kids, instead of just trying to play a game in like, one of the two buildings we spent half of our lives i…
Pure. Therapy.
9/11 happens and those maps are now dust (no pun intended).
Re: Quake Brutalist Jam II
#97If you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.
I hated Brutalism before playing Control. Just look at how intimidating the Boston City Hall fortress is, as it looms over you, while you try to even find the entrance. But Control's architectural and furnishings atmosphere was very appealing, and it warmed me towards the Boston and Cambridge buildings that I'd previously disliked. Screenshots: https://www.gamedeveloper.com/art/the-real-buildings-that-in...
Some of the best ambassadors for Brutalist architecture I've experienced are the Barbican in London and the Bonaventure in Los Angeles. They make good spaces for people.
Re: Quake Brutalist Jam II
#98Re: Quake Brutalist Jam II
#99Earlier quoted context omitted.
it's a genre issue. these types of games will never be popular to most people given the alternatives now available
Agreed, and people (presumably under 20) even call them "Boomer shooters" :( I get pretty upset about that, especially considering how unbearably Fisher Price Fortnite and Valorant etc look, to say nothing of their completely lacking the hardcore, balls-to-the-wall fast aiming, prediction and spatial planning. It takes the most difficult mechanical aspects of Counterstrike and makes it 10x faster; apparently "kids th…