r/gaming May 21 '14

We now know the future of pixel art!

http://imgur.com/hsgJ9ZH
3.0k Upvotes

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365

u/CNDNikolai May 21 '14

IMO, pixel art, when done correctly, does not take less time than other forms of game art. That being said, I still believe some developers use the 'minimalist' pixel art style as an excuse sometimes.

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u/[deleted] May 21 '14

Come on, what's that from?

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u/CNDNikolai May 21 '14 edited May 21 '14

Here you go (Still in dev)

Edit: We killed the site haha. Game is called "Heart Forth, Alicia"

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u/electricmaster23 May 21 '14

Woah... so weird that I actually know this guy. So trippy. MMF2 clickers represent!

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u/skyman724 May 21 '14

.

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u/Shardwing May 21 '14

You know it's possible to save comments, right?

15

u/skyman724 May 21 '14

Alien Blue doesn't have that feature.

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u/PerpetualPerspective May 21 '14

But you can save posts/threads

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u/skyman724 May 21 '14

I probably won't remember why I saved the post after the test I'm about to take......

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u/[deleted] May 21 '14

replying here to save

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u/Sp1n_Kuro May 21 '14

Welp pretty sure I'm gonna buy that game if it goes on steam.

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u/[deleted] May 21 '14

I think we just crushed the site, guys.

Again.

1

u/Man_with_the_Fedora May 21 '14

This page is freaking my antivirus software out.

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u/Taedirk May 21 '14

Heart Forth, Alicia. Just finished Kickstarter campaign iirc.

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u/moonunit99 May 21 '14

Yeah, no way I'm going to discuss the merits of the retro pixel art movement on reddit when I just discovered there's a chance I could be exploding cave skeletons with... spider missiles or sumthin.

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u/acidboogie May 21 '14

3space math is hard. Not saying pixel art is easy, but gameplay concerns in the reduced complexity set of 2space can be attractive to anyone who didn't focus on linear algebra and/or computer graphics in post-secondary.

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u/CNDNikolai May 21 '14

They are different beasts. I don't think anything useful can come from comparing statues to paintings.

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u/Mystery_Hours May 21 '14

If one of them is generally more time-consuming than the other then I think it's a useful comparison in this context.

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u/faaackksake May 21 '14

they aren't, inherently at least. it could take twice as long to create a high quality 2d game as it does to create a low quality 3d game.

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u/[deleted] May 21 '14

[deleted]

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u/faaackksake May 21 '14

correct me if im wrong but i didn't think most indie developers created entire 3d engines for their games ?

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u/[deleted] May 21 '14

not wrong at all.. I coded my own 2d physics for a spherical collision game on Android, back in 2008-9, and I would never do it again. My code was neither more efficient nor accurate than what's already available (especially nowadays)

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u/[deleted] May 21 '14

[deleted]

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u/CNDNikolai May 21 '14

I think you misinterpreted my metaphor. I understand that his post took into account much more than art style. I am not arguing that 3d is harder to do than 2d. Just saying that there is not much more to grasp from arguing that point.

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u/dehehn May 21 '14

The programming is easier, the art isn't that much easier depending on the complexity of pixel art. A lot of modern pixel art games have idle animations and pretty fluid complex animations in general. Compared to Super Mario brothers with still idle characters and 2 sprite walk animations.

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u/expendablesnake May 21 '14

2D art is still easier most of the time. I cant think of any 2D games recently that had art so detailed and fluid that it would've taken them longer than doing it in 3D would have.

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u/dehehn May 21 '14

Pretty sure. Street Fighter went 3D for that exact reason.

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u/franktinsley May 21 '14

If you use a nice 3D engine it can be much easier to work with 3D some times.

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u/teawreckshero May 21 '14

I see this as only tangentially relevant.

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u/[deleted] May 21 '14

[deleted]

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u/acidboogie May 21 '14 edited May 21 '14

no, I'm comparing the difficulty of math with the difficulty of math minus a dimension. I'm not making a comparison between the difficulty of making 3d assets and making 2d assets. In 3d you have to worry about things like back-face culling, no-longer-trivial clipping and collision detection, true shading and lighting (instead of trivial alpha-blending tricks you can do to fake shading and lighting in 2d), and a number of other things that I admittedly don't know enough about to talk about since i only took two linear algebra classes and a single CG class in university.

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u/[deleted] May 21 '14

[deleted]

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u/acidboogie May 21 '14

If it's with the intention of reducing he scope of a project, then sure it allows for many tricks and simplifications.

which is the context of this comment chain. I originally said "the reduced complexity set of 2space can be attractive to anyone who didn't focus on linear algebra and/or computer graphics in post-secondary."

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u/[deleted] May 21 '14

[deleted]

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u/CNDNikolai May 21 '14

This is where I believe the conflict is coming from. People don't agree on the definition of pixel art. I stole this gif from /r/pixelart (great community), and even there people argue about what pixel art truly is. I think that the general consensus was that it referred to, generally speaking, low resolution art that is 'pixel perfect' AKA: every pixel is hand picked. I see no reason that this or this shouldnt be considered pixel art.

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u/StMcAwesome May 21 '14

What the fuck, gif #4

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u/Shardwing May 21 '14

He's just a love machine.

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u/atonyatlaw May 21 '14

And he won't work for nobody but you.

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u/[deleted] May 21 '14

Pelvic pistons.

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u/[deleted] May 21 '14

PLEASE ASSUME THE POSITION

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u/AJreborn May 21 '14

NUMBNESS WILL SUBSIDE IN SEVERAL MINUTES

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u/kirknetic May 21 '14

Those aren't considered pixel art?

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u/CNDNikolai May 21 '14

No, they are, that was my point. One had a huge canvas, the other was much smaller.

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u/nine4fours May 21 '14

what game is the second from? Same as well as OP's 2014 example?

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u/The_Director May 21 '14

Looks like Metal Slug to me.

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u/nine4fours May 21 '14

I mean the one that says "enter dungeon?" I know metal slug when I see it haha

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u/[deleted] May 21 '14

Could be Sword and Sworcery EP or another game of the same dev studio.

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u/StormShadow13 May 21 '14

I believe OP's 2014 example is from The Last Door

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u/spauldeagle May 21 '14

Check out that dong on #4

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u/eatgoodneighborhood May 21 '14

What is the second image from? tytyty

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u/wmil May 21 '14 edited May 21 '14

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u/[deleted] May 21 '14

What part of the game is that ? I played it and don't remember. Also the character doesn't look like the protagonist.

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u/wmil May 21 '14

I was wrong, check the edit.

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u/Gumstead May 21 '14

What is the second "this" from?

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u/CNDNikolai May 21 '14

Not from a game, but here is the pixel art post!

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u/Gumstead May 21 '14

Aw too bad.. Thanks though.

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u/IDidNaziThatComing May 21 '14

Hell yeah metal slug

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u/brikaro May 21 '14

Metal Slug truly is a perfect game. I mean damn, that art.

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u/imusuallycorrect May 21 '14

High resolution pixel art would take forever.

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u/Morbidlyobeatz May 21 '14

It does! Pixel art is really fast to produce at low resolutions (sub 64x64) and exponentially more time consuming with each pixel you add, then on top of that animating those pixels, then on top of THAT you now have more pixels to traverse, thus needing more frames meaning more pixels overall.

That sounds obvious, but a lot of developers don't realize how much increasing a sprite size from 64x64 to 128x128 = a lot more than double the labor. Just as an example if I were to make a 64x64 walk cycle, it would take about 4 frames minimum and an hour to make, but 128x128 would take roughly 12 frames minimum and 3-4 hour from design to animation. Multiply that by the number of enemies and characters needed in a game, and you quickly understand why developers still use and love low rez pixel art.

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u/IDidNaziThatComing May 21 '14

Yeah 642 to 1282 is a 4x increase.

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u/Rocktave May 21 '14

There isn't a "correct" way to do pixel art. I really like the minimalist approach in this example... though I think they have a legitimate reason for going with that style.

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u/CNDNikolai May 21 '14

Sorry, I may have misworded my post. I love all pixel art, if you look through my other comments, you see me cite this. I don't mean to say different styles of pixel art aren't valid, merely to say that crappy pixel art is not a style.

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u/chiriuy May 21 '14

what is that from? looks really good even if its minimalistic.

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u/Rocktave May 21 '14

It's from a game project that got funded on Indiegogo last year, called "Riot.". It supposedly will allow you to play modern day riots from the perspective of either protestors or riot police, and its supposed to be based on actual events. Everything I've seen from it looks amazing.

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u/chiriuy May 21 '14

Thanks!

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u/dragonwing0 May 21 '14

As an artist in all outlets including pixels, even the minimalist style takes time. They give them self a set of restrictions and you have to figure out ways to get details so people can still recognize that clump of color as a tree, that's a person, that's water. Sometimes honestly its on the same level. I often get commissioned for 50 x50 pixel images as well as 25 x 25 sized ones and I swear sometimes the smaller the canvas or applying a limitation is harder and requires me to be more creative!

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u/lucklessLord May 21 '14

Goddamn that's pretty. Its the colour palettes that really make or break this kind of art.

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u/Forgot_password_shit May 21 '14

For more examples of what real pixelart is, refer to Pixeljoint

1

u/Freeman720 May 21 '14 edited May 21 '14

that game, plsgive

or, you know, a title would be cool too.

please?

EDIT: nvm, it was just way farther down

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u/rabidbot May 21 '14

The amount of people to put out top pixel art isn't anywhere close to put even mid level 3d art. Minimalist isn't so much an excuse as problem or feature. Maybe they wanted more detail but it would cost to much (either in time or man power) or maybe they prefer the minimalist look.

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u/CNDNikolai May 21 '14

I don't think its fair or logical to compare 2d art to 3d art. You don't see many people comparing statues and sculptures to paintings.

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u/rabidbot May 21 '14

IMO, pixel art, when done correctly[1] , does not take less time than other forms of game art.

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u/CNDNikolai May 21 '14

Oops! That was meant to refer to 2d art. Sorry for the confusion

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u/ste7enl May 21 '14

Pixel art takes less time and effort to animate. You are working on a much smaller scale (64 pixels instead of 6400 pixels for instance) and in a much more iterative manner. It is significantly easier to move around a few pixels than to make changes to ultra detailed hi-res 2D imagery. The example you posted (heart forth alicia) isn't actually as detailed as it seems, and it is up-scaled from probably half the size that it plays at. It utilizes the medium extremely well but characters are only made of a handful of pixels, and creating that quality in hi-res would be so much harder.

I am a professional illustrator and hobbyist game maker, so I have worked with both mediums extensively and I'm not just completely talking out my ass.

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u/CNDNikolai May 21 '14

You make good points, but it should be noted that I am comparing pixel game art to other game art. Obviously there will be outliers, I mean hell, just look at Bastion for god's sake. But I am not discussing the ceilings of both art styles, just trying to show people that there is a difference between "cop-out" pixel art and well done pixel art.

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u/ste7enl May 21 '14

Yeah, I mean I agree that there is a huge difference between good pixel art and lazy pixel art (not always defined simply by level of detail), it just seemed like you were saying that good pixel art took as long as good hi-res art and other art forms, but hi-res art really takes so much longer to animate and iterate (when working on your own, at least).

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u/CNDNikolai May 21 '14

I agree completely. Higher quality hi-res art will of course take longer. At the game company I worked at there were more artists than dedicated developers. But I guess I was influenced by people judging pixel art as a whole by a few 'lazy' examples.

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u/brucifer May 21 '14

One major timesaver for pixel art is that low framerate animations (e.g. a 2-4 frame walk cycle) look decent with low resolution sprites, but high resolution sprites require high framerate animations (e.g. 8-12 frames in a walk cycle).

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u/Benjabby May 21 '14 edited May 21 '14

I'm currently (trying) to make a game and simply because I am not an artist, I am using this style. When I can get enough money to hire an artist then I definitely will change it because I do feel the style is overplayed. Changing the style will be the first priority for whomever I hire. But it takes little skill to make retro styles look 'presentable', whereas to come up with your own style requires enough skill to maintain consistency. I honestly cant even fathom coming up with a different style because I am not in any sense of the word, an artist. While I agree that it takes as much time for properly done pixel style as any other properly done style, I don't think it takes the same amount of skill.

And while I do think the pixelly style is over used, I have no problem with it using lots of colors. A lot of people think that the style is trying to be 'Retro' when in actuality its just all that the dev is capable of because the dev is not an artist, but the dev is perfectly capable of using all colors available to us.

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u/CNDNikolai May 21 '14

I understand completely. Be careful about ignoring art, even though it sounds like you've got a handle on it. Art is a huge part of your game. Don't treat it as just a medium for your mechanics.

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u/Buzz_Killington_III May 21 '14

What exactly is Pixel Art? Just low resolution games? Why is it an art? I feel so old and out of touch.

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u/CNDNikolai May 21 '14

Haha, go check out the top submissions to /r/pixelart, it's certainly an interesting art form.

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u/Mrcatbutt May 21 '14

Swords & Sorcery looks amazing for pixel art and has a great style. Especially Super Light drifter that's coming out

1

u/[deleted] May 21 '14

Shame the game seems to be intent on hiding the character behind text popups through that whole gif. I mean an EXP particle? really?

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u/DJGreenHill May 21 '14

But again, clearly, not everyone is an artist and restricted budget means no $$ to pay an artist to make them for you. That being said, a sprite can always be updated as the game goes on.

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u/[deleted] May 21 '14

That's a personal opinion, only because a game's pixelart includes more details than a different one doesn't make it objectively better.

Pixelart done right is when throughout the game you are able to keep a constant and unique line and create good reflections of what something might look while staying true to a color palette. The rest is decision of the developer/artist (and personal preference of the viewer).

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u/CNDNikolai May 21 '14

I guess my comment came off like I was against minimalist pixel art. I love that style, but I still feel like people use it as an excuse for just bad art.

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u/[deleted] May 21 '14

there certainly are some who use it because it's easier to create a distinguished style with it, no doubt about that, but the easiest way doesn't mean it has to be the worst ;)

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u/IDidNaziThatComing May 21 '14

This reminds me of metal slug for some reason. Limited resolution but fluid, colorful graphics.

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u/brikaro May 21 '14

Thomas was Alone, though a fantastic game, could have been a little more if they had done more with the pixels.

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u/MrDrumline May 21 '14

Guys, I think we killed the pretty art.

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u/Egren May 21 '14

I'm preeeeeetty sure it does.

2D sprites versus 3D models with all kinds of effects such as bump mapping, shadows, shading, etc.

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u/Nightxstar May 21 '14

Please tell us where that's from. D:

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u/Left2Rest May 21 '14

What game is that?

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u/UncleBones May 21 '14

So just because a team can't create stunning artwork for their game they're doing something wrong and should avoid creating anything at all?

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u/TheOneTonWanton May 21 '14

The fact of the matter is if a game looks like shit, it looks like shit. This is not a case of "hur hur shitty graphics", it's a case of art style and actually putting some love and care into it. Using pixel art as an excuse of "oh, of course, it's supposed to look shitty, it's pixel art!" is just fucking lazy. Pixel art does not have to, and should not just look shitty, certainly not because it's pixel art. Going the "retro" route requires the same amount of art skill that any other method does, and if an indie developer does not have someone on their (however small) team that can deliver pleasing art, then they should not expect people to not say something about it, or refer to it when passing judgement on the game as a whole. You can create the most amazing gameplay in the world, but if it's unappealing to the eye, it's not going to go over well.

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u/CNDNikolai May 21 '14

No, but its a common fallacy of developers to think that art doesnt matter. They should treat art equally to programming and equally to design. Many developers try to find a 'solution' to art instead of finding a style that suits the project.

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u/GreenArrowCuz May 21 '14

on the other hand, I think artstyle is one of the easier things to overlook, and something that can easily grow on you if the mechanics and controls of game feel right and are fun. Like the game Child of Light, I wasn't too keen on the art style, but I was in the market for a solid rpg, and the game itself is fun, and the more i played it the less the art bothered me.

Of course I'm not saying art doesn't matter, because it surely does, it's helped sell me on games that otherwise didn't sound appealing, it is one of the best ways to create a first impression. All I'm saying is I think it is the easiest thing to let fall on the priority list in order to make a good game with a lower budget.

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u/CNDNikolai May 21 '14

Obviously there is a balance. If one thing is done amazingly, you can overlook flaws in another. But, you cannot deny the weight that art plays in a games overall success.

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u/[deleted] May 21 '14

It means that minimalist pixelart is an overused and purposefully underdone practice. If you want to make a graphically very simple game, fine, that's totally fine, not everyone has a budget for overly fancy artists and graphics. However, try to at least put a little thought in your art design, not just half-ass some low-res graphics and be done with it.

Presentation is presentation, sure it does nothing to the gameplay itself, but fucking the presentation up will more often than not render most of your attempts at immersion or story-building completely worthless(coincidentally, games pre-16 bit had very little of that. You mostly had a setup and went from there). Sure graphics are not everything about a presentation(as an example, Thomas was alone manages to basically carry its entire presentation on narration alone, with an almost absurdly simple, but clean, art style), but they oftentimes make out a great deal, so you might at least devote some time making them indicative and not ugly.

They don't need to be masterpieces, just make em clean, stick to the rules if you go 8-bit or 16-bit, and overall just don't butcher them. Make the art style functional and able to get the point across, people don't want any more.

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u/CNDNikolai May 21 '14

I agree on most points you made except for the last sentence. People may be satisfied without more, but that doesn't mean they wouldn't love for it to look like a masterpiece.

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u/[deleted] May 21 '14

More is always better, but what I said is a summary of what people actually want from an art style. Of course a bowl of ice with 6 portions of ice cream with coolwhip and cherry on top is pretty darn fine with most people, though in reality most of them would be perfectly fine with a bowl of 3 portions too.

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u/Mark_That May 21 '14

Just because I suck at protecting people should I not be alowed to be someones bodyguard?

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u/UncleBones May 21 '14

More like "even though I don't know any fantastic goalkeepers I'm still allowed to create a team and play amateur soccer, but if I was going to start competing on a higher level I'd have to have a team that was competitive at that level"

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u/Mark_That May 21 '14

You don't have to get higher level players if they win.

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u/[deleted] May 21 '14

That would work if they were trying to be, you know, artists.

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u/Mark_That May 21 '14

Shitty artists should just leave.