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Yes I agree. I almost feel bad for disagreeing with someone who obviously put so much love in his games and rightfully stands behind them, but I cannot shake of
by w0utert 7y ago
Yes I agree. I almost feel bad for disagreeing with someone who obviously put so much love in his games and rightfully stands behind them, but I cannot shake off the feeling that there is a huge potential for improvement there that does not involve hiring additional people, more expensive artists, etc.
Just investing some of his own time reading up on the fundamentals of art, visual language, perception, color theory, could vastly improve his judgement. I try to build games for fun and learning, and I consciously avoid anything that goes beyond my (non-existing) knowledge about creating 'professional' game art. In my case I resort to abstract graphics or introduce very strict voluntary contraints (like: only 8x8 sprites), ie: similar to what games like Baba is You or boxboxboy are doing. If I were to ever shoot for a game that required 'professional game art' I would definitely invest time to get better at it before even considering to start the project.
It's a bit like the programming side of things. Don't try to build your own engine for your game if you barely know any programming, for example.
- eropple 7y ago> I try to build games for fun and learning So you're a dilettante? That's fine. So am I. But I don't wonder about my future if my game doesn't sell (or doesn't even ship). He does. Perhaps you should consider being a little more generous in your thinking.
- w0utert 7y agoI was just giving my perspective, not trying to draw any comparisons between my for-fun side projects, and game development for a living. That said, I don’t see any context were either investing time getting better at things you know are a weakness, or recognizing and avoiding them, would be considered bad advice. 25 years is a long time.
- mumblemumble 7y agoI suppose, but all of that takes time, and he is only one person, and he only has so much time. If he directs some of it toward all the things you're suggesting, he'll necessarily be directing it away from the things that make a Spiderweb game a Spiderweb game. I don't think he ever came out and said this directly, but he dances around it throughout the article: As a very small indie developer, that's a huge risk to take. He could end up alienating his current fan base, while at the same time failing to satisfy the tastes of others.
- jofer 7y agoThat's a really good point that I think a lot of folks are overlooking. Spiderweb games has been around for a long time and has a dedicated following. I actually felt pretty alienated when things like Geneforge came out -- It seemed like a huge step away from the simple sprite-based graphics I loved in his earlier games. (Not that Geneforge was bad, mind you! Just a big change.) Spiderweb has always had a very distinct brand of artwork. Call it crappy if you want, but I've always quite liked it. Don't underestimate the risk of changing your style, particularly when it's a defining part of the experience. You will lose at least some customers. It may be worth it, but it's a significant risk.
- mumblemumble 7y agoI'm also thinking here of Telltale games. The original Telltale wasn't ever going to take over the world. But they had figured out a niche where some people (largely, admittedly, a nostalgia crowd) liked what they were doing enough to send a little beer money their way every time they put out a new episode. It was sustainable. And then at some point they had a moderate mainstream success, and that got them thinking that maybe they could grow into a much bigger game company, and so they started pushing hard at trying to grow. That was the point where me and a lot of other fairly loyal Telltale fans stopped buying their games. The effort they put into other things meant that they were no longer putting as much care into the things that earned them their original fan base. And, at the same time, they found out that breaking into the mainstream market is a lot harder than it looks. And now there's no more Telltale Games.
- kkarakk 7y ago>I try to build games for fun and learning so basically you aren't selling your games? Are you even posting them on itch.io? Your constraint set is WILDLY different
- AnIdiotOnTheNet 7y agoAs mentioned in the article though, he did take steps to improve the art once, only to again hear complaints about it looking bad. How much effort should he be expected to expend chasing those consumers? Will the cost make up for it? His own reasoning is no, it won't, and it is difficult to disagree when people complain that 720p resolution is "unplayable".