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File: 9884e8762883eaa⋯.png (167.65 KB, 2550x3300, 17:22, page 01.png)

4f79a3  No.16000280

What can be taken from the art of a videogame and still leave it intact?

In the sense, I'm trying to ask, what's the 20% of a videogame in terms of art that creates 80% of the inmersion.

It can't be shinny AAA shaders and 3D models because pixel shit can work as well.

We could reduce a videogame to something like DF or an ascii roguelike, but I wonder where's that sweet spot of minimalist art that has the 80% of pareto results.

926b16  No.16000289

16-bit


493db6  No.16001205

File: e5346b34ae65fb1⋯.jpg (47.47 KB, 500x370, 50:37, dogonomics.jpg)

i don't understand


9e093f  No.16001220

>>16000280

Redo your thread, add a title in the subject field, and don't space your sentences too much/


19c3ca  No.16001335

>>16000280

2004 was the sweetspot for game graphics. Everything is very simplistic, detailed just enough to be able to tell what you're looking at while retaining style and charm. It's not overly detailed and the modelers rely on art design and texture work instead of a ton of polygons. There isn't an overabundance of blurry bullshit and FXAA wasn't a thing. There are more unique environments because they're 'easier' to do and people were more willing to experiment. Unreal Tournament 2004 could have made multiple games using all of it's maps and locations.


19c3ca  No.16001338

>>16001335

I also have no idea what the fuck OP is trying to say or ask so I just said this instead.


86c40d  No.16001352

File: bb1e03754566b35⋯.jpg (193.32 KB, 1273x1024, 1273:1024, bb1e03754566b35feea4d909ca….jpg)


65498b  No.16001357

Nearly everything

Art in a game exists to contextualize abstract game mechanics in a way that is easily read by the player

You can, however, hit a brick wall when it comes to things like a 3D environment, but that's an issue of mechanic more than aesthetic


56fa8c  No.16001407

>>16000280

I genuinely don't know what you're asking. Come back when you finish your ESL course.


65f5c2  No.16001562

9 hours later I think I understand what this thread is about. OP is asking about what makes a game's visuals distinctive and what you can strip away without distorting that distinction.

For example you can remove bloom from a game and lighting effects and it'll still look like a game.

That last part about 80% of pareto results I still have no idea what it's supposed to mean.


000000  No.16001961

>>16000280

>Muh immersion

Games are about gameplay and playing to win.


eb95fe  No.16001974

>>16001338

>>16001335

I'd say it's more like 2002-2003, but yeah, mostly agreed. UT2K4 looked pretty

good.

>>16001205

He's trying to ask what's the most important elements of art design in games, basically.


6c8816  No.16001991

>>16000280

>>16001974

Videogames are not art therefore they have no art design elements that are to be considered as important as if so in the hypothetical occassion when it's taken away it changes the very nature of the product itself.

tl;dr

shit thread,OP sucks cock,lurk som moar


f5f815  No.16001996

>>16000280

Here's a 1D game in the URL bar. Is this minimalist enough? probablycorey.com/url-hunter/


eb95fe  No.16002026

>>16001991

>I could have a discussion, but instead I'll be pedantic

Okay, he's asking about the most important elements of aesthetic design in games, then.




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