What do you think about less realistic styled games, such as Okami for instance, where the characters don't really have very many facial expressions? Those kinds of games sort of ask the same thing of you, coming up with the reactions or expressions of certain characters, although to a much lesser extent I suppose.
I think that indie devs can create new ways of using graphics without simply imitating something that is from the past. Many of the iOS games seem to have interesting ways to use graphics that don't rely on 8 bit imitation. I don't need full CGI movie quality graphics - but something unique that is "new" is just far more impressive to me than "retro inspired". I do agree that the use of imagination is nice, which we tend to get with the older games because the graphics were so generalized... but this can still be done nowadays using simple but artful styles.
I would've preferred they left those out of the game. It was the one area in the game that had a slight modern appearance with some real world elements so I could relate to it. But those messages explaining stuff didn't leave much to the imagination and it felt less personal to me as a result (like the rest of the game).
@Excel-2011
Because of that, in games where I'm the protagonist I prefer to play as a female character if I have a choice. Then it's obvious that that person isn't me and I can role play easier without accidentally making the character be like me. And as an added bonus I'll have a character that's more appealing to look at during my playthough. *cough*
I've hyped it before, but this type of story telling was one of the reasons I loved L4D1 so much. It took a storm of zombie and action movie tropes, stuck you and 3 friends into the middle of an undead nightmare and gave you the simple instruction of getting out alive. Rather than lengthy exposition they let the characters wear their personalities and histories on their sleeves instead of breaking down a history or back-story for them. The cause of the zombie pandemic is never explained and not really the main concern. If you are inquisitive and attentive to detail and replay the game multiple times, a skeleton of a more cohesive story comes into shape, but its still very vague and leaves a lot of L4D's world and details up to the players imagination to hash through.
As much as I enjoyed L4D2, I think the addition of more story elements took something away from that. I really enjoyed the very loose structure of the first, and I think the more archetypical characters were oddly enough stronger than the cast of L4D2.
@ Elsa
I can say that, even as a person that appreciates the 8bit style, it can be overused and can com off as really disingenuous or otherwise tired. Many indie goto styles can do this. Something about Fancy Pants Adventures irks me to no end! I can't really explain that!
I think its a good goto shorthand, the 8bit/16bit look. There's a bit of a language in the style that makes art done by not so arty (but skilled at code) people easier to produce, without compromising too much in effectiveness. Not to say any art is easy, but its potentially less time consumed for something that looks enough like something to get the message across.
Flash helps a bit, too. :)
If I'm sitting down to *play* an RPG, (be it pen and paper or digital), I'm doing so because I want to be told a story. I want the experience that the writers intended for me. If I *have* to create my own stories to go along with the game then the writers have failed.
Now, there *are* times when it works. I just started another playthrough of Oblivion a couple of weeks ago, and it's a world that completely pulls me in. Yet, at no point does the game ever touch on my character's background, motivations, personality, emotions or beliefs. I'm free to play *who*ever I want without it in anyway hindering the overall narrative.
At the same time, I can also be completely pulled into a game like Final Fantasy X or XII. I don't get to chose what emotions my character feels, who they fall in love with or what their motivations are. I'm being given a chance to look into the life of somebody completely different and I don't have to "work" for it.
There *are* modern games that allow the player to infer as much or as little detail they want on their character; The Elder Scrolls; Fallout; Borderlands; World of Warcraft; Diablo, the list goes on. I wouldn't call it a "forgotten art".
Cartooning, for those who don't know, is one of the most basic concepts of character art. The more you simplify a character, the more emotion of the viewer is required to make them real. We project ourselves into everything to make them more real. For example, a simple smiley face is just a circle with two dots and a curved line...but for some reason, our brains turn that into a human being with a happy expression. This is exactly what we did to sprite in old school games.
If you have a character that looks 100% realistic, the viewer doesn't use ANY of their creativity to make them real (because they don't have to). Which can be effective, especially for villains and characters who you don't want the viewer to relate to. But these days, almost all of our characters look realistic.
Game developers need to realize that deep, character-driven stories just aren't as effective when you're using realistic-looking characters. It's difficult if not impossible to relate to them.
Making a narrative heavy game is easy. Ensuring the quality of that narrative is tough, but I still think it's much easier than inducing response and emotion using the roleplaying method. I think this is largely because the experience gained from playing a pure roleplaying game depends heavily on the player's imagination. As a designer, you can't help it if your audience has a sucky imagination.
Then again, there are still many techniques a good designer can use to elicit engagement and attachment.
Take for example, Hemingway's shortest story, clocking in at just 6 words.
For sale: baby shoes, never worn.
Creating art by omission is really something. When done properly, it must be deliberate and tactful.
I wrote a long comment but my point got lost somewhere. Great read!
I do have MANY loves for cheung and Blendo. Go play Atom Zombie Smasher if you haven't yet, same absurdist humor in a wonderful strategy game. I think it exemplifies your point, as well; humans and zombies are merely dots.
You take a game like Limbo, Ico, Super Metroid and give it to newer gamers and in general they just haven't developed the ability to interpret what's going on and how they feel about it. And some just cannot for the life of them roleplay a character because they have to make walls built on how they socialize already.
Example: The guy that "can't" play as a female characters. I think its because to be placed in the shoes of that character they must embrace everything about being a woman or something, which is usually not the case at all.
I played through Metroid II several time as a 12 year-old and seeing her spare the hatchling was one of those profound moments in inferred narrative. Samus had completed the mission, but she disobeyed orders and spared the hatchling and brought it with her.
She did kill its mother, so there was a twinge of guilt. The hatchling imprinted on her, showing that these feared creatures could have innocence. I didn't infer maternal instincts when Samus took it with her, I inferred a senee of guilt within a human soul.
And that moment where it later attacked he in Super Metroid, you could sense its shame. It didn't have an expressive face, it was now huge and overfed; but how it pulled back, how it sort of expressed its sense of guilt before fleeing and later sacrificed itself for Samus were all profound emotional moments.
Retro Studios knew it impacted them in a similar way, so they didn't dare try to follow that act, it was too personal to the player, Instead they created an original storyline and kept the essence of games like it within its own inferred narrative. I don't have to read all the logs an dig out all the lore, but reading it rather than being told it directly adds a sense of desolation and that world feeling a little haunted. The authors are dead and if they're space pirates, well, they'll die. Morbid either way.
Sakamoto didn't understand how Super Metroid affected players to that extent and while I have to concede Metroid Fusion has some influence on what happens in Metroid Other M, Sakamoto gave us a lot more than we needed to know and too many characters to interact with.
The actors did their best, but the writing, direction and editing just weren't there and didn't connect with the fans. Sadly this even seeps into the gameplay, as it became far more rigid and the illusion of freedom was diminished by a forced narrative.
Retro knew what worked and preserved it, Sakamoto didn't.
As for retro graphics, the reason we use them as Surprised Man, more than anything, is that we don't really have an artist between the two of us. But, if I'm working with low res sprites I'm competent enough that I can usually come up with something acceptable. That's really all there is to it :) I'm always going onto Kieran about how we'd be a lot better off if we had an artist who was dedicated to our projects, so I could focus on music/sound and design the game with him and not have to do the dreaded task of coming up with the artwork. But it's very hard to find someone who will do art and only art, but still be as committed to our projects as we are.
Great article! I'm an amateur game designer myself, and I would love to see more posts like this on the front page of Dtoid.
Anyways, I think that there is merit to both strategies. One example I could think of is how in Mass Effect the male Shepard's smiling expression is completely terrifying. They tried to get the facial capture so realistic that, when they messed up, it was worse that it ever would be otherwise.
I think that it is much more important to leave the story more to the mind that the visuals, though. Like leaving the backstory of your character in an RPG open, or allowing you to fill in the blanks like many indie games do.
I certainly agree that forcing retro graphics on a game just because is kind of a turn off, but with the right feel, I think it can get done totally right. I like shiny graphics, but so many games these days seem to be about being movies rather than letting me imprint something onto my games. I'd even go so far as to say that voice acting has essentially ruined most current video games for me as a matter of fact...

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