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JV spends astonishingly little on art because his games don't make very much. His audience is small (I am part of it) and his audience values that particular ki
by eropple 7y ago
JV spends astonishingly little on art because his games don't make very much. His audience is small (I am part of it) and his audience values that particular kind of game way more than it does art--and the marginal return from making it look a little better to appeal to a little wider of a crowd is historically negative. He cited as much, and he's talked about his numbers in concrete terms before.
Every game you listed, every one, has spends at least one FTE or FTE equivalent, either in sweat equity or in cold hard cash, on their art. (And at least in the case of Steamworld, more than one!) JV's games literally don't make enough money to pay that person. What the heck do you expect him to do?
You're only mentioning the successes, what about all the Steam failures? Your post ignores that, unlike most of those relatively-very-expensive indie games that come out, go "plunk", and their developers go back to a real job, JV has successfully kept doing this for twenty-five years. He's had stinkers and still survived. The machine keeps cranking because of a relentless focus on cost control and making the game that somebody like me wants, even if it means that somebody like you adjusts your pince-nez and waxes on about his "mediocrity".
- baud147258 7y agoI think the issue is that this particular game look worse than his previous games (of course here YMMV), which were done with lower budgets (not Kickstartered).
- eropple 7y agoI do agree that Queen's Wish looks worse, FWIW. (I think the perspective is maybe not great.) But I don't know if this is actually a significantly higher budget game, though, rather than just one where he has the capital up front. Kickstarter-as-preorder is kinda what it's turned into for games. As such, I totally get the intense focus on not eating the seed corn.
- djur 7y agoSemi-jokingly: he should just dig up the Exile I tileset he included a screenshot of in the article and go to town. IMO that's the best his games have ever looked, aside from maybe Nethergate (and some of the more artfully done Blades of Exile scenarios, of course, but that wasn't him). Vogel should peek over the fence at the adjacent roguelike community and do what they've done: custom tileset support. He's clearly not that invested in his games as aesthetic experiences, and that's his prerogative, but in the year 2019 it's actually not that uncommon for game communities to scratch their own itch in that regard when allowed.
- eropple 7y agoI think Exile I's graphics look pretty good, yeah. For me, it's the Exile III version of the Realmz graphics, followed by the original Exile I graphics. (The backported Exile III graphics to Exile I and II look weird to me.) His newer background/tile graphics look just fine to me too, though. I built a couple full-tileset mods for Blades of Exile back in the day. You can do it with the new Avernum engine too. Of course, he could definitely make it easier.
- djur 7y agoI kind of understand why the graphics were redone for Exile III, since there was a need to add a lot of aboveground tiles, and also cave tiles were needed for caves that were not Exile proper but just troglodyte dens or whatever. But the gray cave floor never felt as alien to me as what Exile is supposed to be. It bothered me less in Exile III since you spend so little time there, but it was weird backported, as you say. And of course it also ended up affecting BoE. Now I'm feeling nostalgic. Wonder if I could get BoE running again.
- eropple 7y agoThere are fan ports that run BoE on modern computers. Or, if you're on Linux, it runs well on WINE. (Are you...the Djur? ;) )
- djur 7y agoYeah, I got as far as building OBoE a while back but ran into some issues with the UI. I think screen magnification would do the trick. (Guilty as charged, I'm afraid! Been a long time.)
- eridius 7y ago> the Exile III version of the Realmz graphics What do you mean by this? I miss Realmz¹, and until today didn't realize that the developer of Realmz was also the publisher of the Exile series. But I still can't figure out what "the Exile III version of the Realmz" graphics is referring to. ¹My ringtone is actually the Realmz outdoor theme.
- Rebelgecko 7y agoFor reference, the Queen's Wish kickstarter raised less than $100,000.
- polk 7y agoOne thing that bothers me in this discussion is the 'business model' justification. >his audience values that particular kind of game way more than it does art Isn't that ridiculously self-selecting? If he's always been making ugly games, then it follows that his current customer base will be limited to people who don't care as much about visuals. This will always be true, regardless of what genre games you're making. It absolutely does not mean that he wouldn't expand his audience by making good-looking games. In fact, if what he said is true and most of his current customers don't care about looks, it's more likely an indicator that the subpar visuals are indeed costing him customers. I honestly have a hard time grasping that this even passes as an argument. It's like someone who sells shit sandwiches saying their customers don't mind the shit taste.
- eropple 7y agoYou might disagree--which is fine--but as one of those folks who've steadily paid his mortgage from his games I don't think the art style is ugly. It's functional. It's not particularly good, nor is it distractingly bad. That's clearly enough for the audience that he, with low-risk projects, makes enough money to get by on. I assume that you have read the article and read how JV has tried spending more money to update his graphics in an effort to expand his customer base, to little effect. And since I assume you must understand that one can evaluate marginal returns based on cost outlay, I would think that this line of thinking should make sense, even if you disagree with it. I've said it elsewhere in this thread but I'll say it again: the goal when running a small business is not to take over the world. The goal is to not fail. Expending scarce resources on bets with a ROI ratio under one is not a good way to avoid failure.
- polk 7y ago>JV has tried spending more money to update his graphics in an effort to expand his customer base, to little effect I'm sceptical of this for 2 reasons 1. It assumes cause and effect are linear, which I doubt. People are put off because the games look bad. Making a game that looks better, but still bad, doesn't solve this issue. In order for Jeff to be able to properly evaluate the ROI of making his games look not-bad, he would need to have made a not-bad looking game. This is arguably not the case. 2. It's clear from the article that Jeff doesn't really understand what makes a game looks good. As a result, if he's spending extra resources on making the game look better, they're likely not well spent. The money would need to go into foundational efforts like consistent color palettes to make it visually pleasing, consistent lighting so everything feels like it's part of the same world, proper shading so everything looks grounded, making sure everything looks to scale, balancing out the level of detail between pieces to make sure the right things stand out, etc etc. In the article, he stated that he thinks good art = AAA level, so I'm guessing Jeff just paid artists to add more details to faces and monsters - which really isn't going to solve anything. > the goal when running a small business is not to take over the world. The goal is to not fail. Expending scarce resources on bets with a ROI ratio under one is not a good way to avoid failure. I can completely respect this decision. He's trying to run a certain kind of business and that imposes a certain set of constraints. The irony though is that Jeff is the one who's not respecting those constraints. It's entirely possible to spend little on art and still have a good looking game. Just pick a simple art style that can be executed fast. Alternatively, if you want to have a good looking game in your personally preferred style - that also happens to be more expensive to produce - that's also entirely possible. It will just cost you more. Both options are fine. But Jeff is spending little on art and at the same time asking artists to make highly detailed artworks. There's just no chance of that working out well. The poor results are not imposed by his business constraints, but rather from his failing to respect them.