#140 Oct 14 2012, 8:18 pm
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What players likes most a base 32x32 or a bigger one?o-o
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#141 Oct 16 2012, 11:37 am
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It is definitely important to make games look good, but that doesn't have to mean the artwork takes forever to create.
I think the RPG genre tends to require "realism" more than other genres - a triangle shooting at squares while flying through a "starfield" of dots is more acceptable than a triangle leveling up by killing squares with its battle axe. But even so, instead of drawing 8 directions complete with movement animations, one could decide to draw just one forward-facing image for each character. Then its much easier to focus on making them look decent (you only have one frame to spend time on) and to make them varied. Graphics can be detailed but not necessarily appealing. It is a matter of preference and will vary between people, but sometimes I think high-detail 3D games aren't all that great to look at, and even make it hard to see where to go. Here's an example: Here we have somewhat high-end graphics from Call of Duty. Despite the level of deatil, the scene overall just looks like a washed out gray cloud. Now, not every part of the game looks like this, and it can certainly give you that feeling of being in a war-torn wasteland. But sometimes it just gets to be too much, when there are so many broken pipes and planks and shit everywhere you don't notice them anymore. Anyway, the point is simple graphics are okay if they clearly represent what they are supposed to. | |
I think you're right about the level of quality in RPG graphics, they don't have to be top notch in order to work. I just want to add though that there's more to making RPG graphics than just trying to create a digital representation of something.
Remember an RPG is about telling a story and story should have a meaning. Think about all the greatest movies and books, they have some kind of underlining message that permeates them. Visually I think it's the artists job to incorporate the message of that game into the graphics. This is very similar to film techniques that you probably learned about in high school. Like how some scenes in the Matrix were shot using a green filter, to signal to the viewer that something wasn't right, that perhaps this is illusionary or digital. The same should be said about the RPG. The way you use color, lighting and detail should reflect your underlying message. | |
#143 Oct 17 2012, 8:57 am
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That's true - creating an atmosphere requires some effort and time whether it's high end 3D or oldschool 8-bit style icons.
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#144 Oct 31 2012, 2:51 am
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After reading this article, it became clear to me that players do want bases. After all, for most of them players character is nothing but a doll they control, and, for them, the more control they have, the better. That's why all these anime games are so popular nowadays - they allow players to do as they please. After all, we can't ignore the fact that bases do their job of bringing players to the games.
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