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Aesthetics are such a poor/difficult topic to discuss, unless you want to go the academic/philosophical route. In fact, as soon someone feels the need to defen
by bipson 7y ago
Aesthetics are such a poor/difficult topic to discuss, unless you want to go the academic/philosophical route.
In fact, as soon someone feels the need to defend aesthetics in the first place, I'm starting to feel twitchy - for the same reason you don't want to discuss the quality of light with a blind person (not that I deny any blind person the right to know how I experience it).
I think a lot of commenters are right on point, when they argue that none of "retro", low budget, or indie imply shabby graphics. Just as many commenters completely miss the point about "shabby" graphics. Reduced or no graphics at all are not "shabby". Obviously you will have a hard time criticizing the aesthetics of text-based adventures (font-choice, spacing and layout maybe?). Also, just moving from retro to contemporary you won't automatically get "great looks", right? Thus can we finally remove the whole retro aspect from the line of argument?
If you produce art (we do consider game graphics to be some kind of art, right?), and you are criticized for the aesthetics, make of it what you wish. Defending it won't increase your sales. Let the success of the game speak for itself.
And if you cannot understand what people mean when they criticize you, ask them (or others) what could be wrong and how to improve.
- ryandrake 7y agoArt is one of the [many] reasons I could never be an indie game developer--I preferred to stick to apps and use the OS's native toolkits. You can't just write more tests to help ensure good art like you can for software. There's no compiler warnings to tell you it's not going to look good. There's no API spec to consult when you don't know if your character should have bigger or smaller eyes. I don't even know how I'd even start to interview an artist or art director. You can't ask them to spend 10 minutes developing a 32x32 character on a whiteboard, can you? I doubt they'd do a 2-day HackerRank style take-home test. I guess you have to heavily rely on their portfolio and whether you like the look. I empathize with the OP and really, seeing as he's made a successful living for 25 years writing games with crappy art, why does anyone think he needs advice from the HN or Reddit brain trust?