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>> No.9816456 [View]
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9816456

>>9807756
Mostly due to the limitations of hardware and common pop culture from the time period.
>>9807763
Always a good quote, the more lifelike an object becomes the less stylized it can be which removes the personality that comes from surrealism. Arguments could be made both ways but perfect realism is often lacking in stylistic flair.
>>9808234
Bullshit, as a NES dev technical and visual limitations always have a factor on my final result. Getting your ideas to fit onto the hardware is never 1 to 1 and my art style, color choice, core level design philosophy, enemy placement and more were built up from what the NES could handle not the other way around.

>>9808359
>no education in art
A lot of it comes down to what the medium your working with can handle. I could try to perfectly encapsulate the Mona Lisa on a Gameboy, but it's display resolution and color limitations would stylize the image into something creatively distinctive. Compare the same image on an Ipad, it's a 1x1 there is nothing that make the image different than a windows PC, or an Xbox, or a smart fridge.

>>9808610
>hardware isn't everything
Agreed, the culture around video games and the influences creators built upon are different then the ones that came before them. Pop culture had a massive impact on the idea's before they were filtered through hardware. Together those factors created a soulful environment.
>>9811236
>NEW THING BAD
Not exactly, there are modern stylized games that understand the gap and go back to creative mediums. There is still hope for the modern game industry to take on new mediums and for each company to build out a distinct stylistic core. Games like Hylics 2 get me hyped for what the next generation of developers might do with some basic limits. One recommendation I'd give new devs is to cut down your scope and build upon an interesting medium.

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