{"id":1038,"date":"2010-09-27T15:34:40","date_gmt":"2010-09-27T14:34:40","guid":{"rendered":"http:\/\/t-machine.org\/?p=1038"},"modified":"2010-09-27T17:52:43","modified_gmt":"2010-09-27T16:52:43","slug":"games-and-the-loss-of-art","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2010\/09\/27\/games-and-the-loss-of-art\/","title":{"rendered":"Games and the loss of Art"},"content":{"rendered":"<p>If a picture paints a thousand words, then a 3D engine wipes-away 900.<\/p>\n<p>Even a 3D engine with &#8220;a great game&#8221; and &#8220;good level-designers&#8221; still only manages five hundred.<\/p>\n<p>It&#8217;s taken me a long time to realise this, but &#8230; games published today often have inferior visual Art to games published 20 years ago. <\/p>\n<p>Working inside game studios you still get to see stunning art on a daily basis &#8211; it&#8217;s just that none of that ever makes it into the game. It&#8217;s all &#8220;concepting&#8221;: static, one-off paintings. And although it&#8217;s only a minor issue, I feel we&#8217;ve lost something in having these moments fade away from the games themselves.<\/p>\n<p>I don&#8217;t have time to carefully research and pick my examples, so I&#8217;ll just pull straight from memory (and hope the point still makes sense by the end :))<\/p>\n<h4>1991-1994: in-game graphics<\/h4>\n<p>This is going to be hard to demonstrate if you judge each image too literally, but bear with me&#8230;<\/p>\n<p>I&#8217;ll start with one of the most &#8220;art&#8221; games of the 1990s: Another World (1991):<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/08\/4817380670_ee04152427_b.jpg\" class=\"aligncenter\" width=\"848\" height=\"477\" \/><\/p>\n<p>Another World is easy for this post: the whole game was designed around &#8220;how good can the visual art be &#8230; with a very small colour palette, no shading, and very blocky characters?&#8221;<\/p>\n<p>Here&#8217;s a screenshot from Ishar 2 (I think; could be Ishar 3?) &#8211; either way, 1993-1994:<\/p>\n<p><a href=\"http:\/\/www.gog.com\/en\/gamecard\/ishar_1_2\"><img loading=\"lazy\" decoding=\"async\" alt=\"From GOG.com\" src=\"http:\/\/www.gog.com\/upload\/images\/2009\/07\/9064bd525bd6b8597234f2e3988a79cd206a9780.jpg\" title=\"Ishar screenshot\" class=\"aligncenter\" width=\"640\" height=\"400\" \/><\/a><\/p>\n<p>Ugly, horrible. Composition is mediocre.<\/p>\n<p>And yet &#8230; just have a look at the open book on the left-hand side, opened, with the pages caught in the act of riffling in a breeze. Hand-painted in *very* low resolution, with readable text.<\/p>\n<p>Look around the room, look at how much stuff is crammed in a single image. Why? Because none of it had to be modelled in 3D &#8211; the game was crammed full of this kind of whimsical artistic painting, full of imagination.<\/p>\n<p>Or look at Elf &#8211; published 19 years ago! Here&#8217;s two screenshots. First, look at the &#8220;normal&#8221; graphics in this platform game:<\/p>\n<p><a href=\"http:\/\/www.mobygames.com\/game\/dos\/elf\/screenshots\/gameShotId,315213\/\">http:\/\/www.mobygames.com\/game\/dos\/elf\/screenshots\/gameShotId,315213\/<\/a><\/p>\n<p>&#8230;now look at one of the &#8220;boss&#8221; screens:<\/p>\n<p><a href=\"http:\/\/www.mobygames.com\/game\/dos\/elf\/screenshots\/gameShotId,315213\/\">http:\/\/www.mobygames.com\/game\/dos\/elf\/screenshots\/gameShotId,315213\/<\/a><\/p>\n<p>In the second screenshot look at the background: hand-painted, but also soft-focus, to provide greater contrast with the player and the boss. I want you to consider the technique, rather than the actual screenshot &#8211; this is a poor example, sadly &#8211; but my copy of Elf is FUBAR so I can&#8217;t take a good one.<\/p>\n<h4>2010: the missing Art<\/h4>\n<p>15 years later, how has the artwork improved?<\/p>\n<p>The engines produce stunning visual effects, fully animated, in 3D. Sony and Nintendo are now putting their games onto mass-market 3D displays so you see *actual* 3D images, rather than 2D simulation of a 3D scene.<\/p>\n<p>But the artwork has atrophied. Modern games have no time to spare for epic vistas &#8211; there&#8217;s no room in the gameplay for static screens.<\/p>\n<p>And it&#8217;s phenomenally expensive too: it used to be that painting a 100&#215;100 pixel area of screen required 10,000 pixels to be painted &#8211; a matter of minutes with a good photo app.<\/p>\n<p>Nowadays, you have to create 3D models &#8211; separately &#8211; for each item that will appear in that area. Then you have to paint textures for each one &#8211; usually 100 times as many pixels *each* as in the 2D equivalent &#8211; and apply lighting by hand, and positioning in 3 dimensions.<\/p>\n<p>Net effect: low-importance areas of scenes are empty and ill considered (artistically). Flights of fancy are rarely possible (developers literally can&#8217;t afford them &#8211; it costs too much money in the salaries of extra staff)<\/p>\n<h4>&#8220;You don&#8217;t take a photograph, you make it&#8221;<\/h4>\n<p>Don&#8217;t believe me? Then try this site, find a game you&#8217;ve played, and compare the images here to the images you *actually saw* in the game:<\/p>\n<p><a href=\"http:\/\/deadendthrills.com\/\">http:\/\/deadendthrills.com\/<\/a><\/p>\n<p>From <a href=\"http:\/\/deadendthrills.com\/about-2\/\">the about page<\/a>:<\/p>\n<blockquote><p>an emerging art form that\u2019s as far from the average screenshot as it is the average photograph.\n<\/p><\/blockquote>\n<h4>So &#8230; what?<\/h4>\n<p>Go back to the Ishar screenshot.<\/p>\n<p>Fire up Oblivion (a modern equivalent: a sword-and-sorcery RPG), and look for anywhere in the game with even half as many &#8220;interesting&#8221; items that might spark the imagination. What are those things? What do they tell about the character of the person who lives here?<\/p>\n<p>(in Oblivion, you&#8217;ll find that everyone has a fetish for broken crates and buys their chairs and tables from the same &#8211; apprentice &#8211; carpenter. Some of them have a couple of houseplants. That&#8217;s it.)<\/p>\n<p>This post was about the visual art, but the loss is felt in the games themselves, in a loss of immersion, and a loss of *player* imagination. Sole-author flash games &#8211; often made by artists working alone &#8211; go some way to redressing the balance. Even if they didn&#8217;t, it&#8217;s small, and it&#8217;s subtle &#8211; it&#8217;s really not that important. But it&#8217;s a loss nevertheless.<\/p>\n<h4>(some of my favourites from Dead End Thrills)<\/h4>\n<p><a href=\"http:\/\/deadendthrills.com\/2010\/08\/21\/mind-the-gap\/\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/08\/Highres_Screenshot_00017.jpg\" class=\"aligncenter\" width=\"848\" height=\"477\" \/><\/a><\/p>\n<p><a href=\"http:\/\/deadendthrills.com\/2010\/08\/31\/air-america\/\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/08\/4692424172_5634db6c13_o.jpg\" class=\"aligncenter\" width=\"848\" height=\"477\" \/><\/a><\/p>\n<p><a href=\"http:\/\/deadendthrills.com\/2010\/09\/05\/corridor-shooter\/\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/09\/GPNE08-100.jpg\" class=\"aligncenter\" width=\"848\" height=\"477\" \/><\/a><\/p>\n<p><a href=\"http:\/\/deadendthrills.com\/2010\/09\/22\/hill-and-dale\/\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/09\/Oblivion-2010-07-24-22-18-59-02.jpg\" class=\"aligncenter\" width=\"848\" height=\"477\" \/><\/a><\/p>\n<p><a href=\"http:\/\/deadendthrills.com\/2010\/08\/13\/blood-simple\/\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" src=\"http:\/\/deadendthrills.com\/wp-content\/uploads\/2010\/08\/4809273966_973414f441_o.jpg\" class=\"alignnone\" width=\"848\" height=\"477\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>If a picture paints a thousand words, then a 3D engine wipes-away 900. Even a 3D engine with &#8220;a great game&#8221; and &#8220;good level-designers&#8221; still only manages five hundred. It&#8217;s taken me a long time to realise this, but &#8230; games published today often have inferior visual Art to games published 20 years ago. Working [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,9],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/1038"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=1038"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/1038\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=1038"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=1038"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=1038"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}