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The Decline of Pixel Art

An anonymous reader writes: Blake Reynolds, lead artist for a pair of popular mobile games, has put up a post about the decline of pixel art in games. He decries the current state of "HD fetishism" in the industry, saying that games with great pixel art get needlessly marked down in reviews for their pixelation, while games that have awful — but high-res — art get glowing praise. He walks through a number of examples showing how pixel art can be well done or poorly done, and how it can be extremely complex despite the lower resolution. But now pixel artists are running into not only the expectation of high-definition content, but technological obstacles as well. "Some devices blur Auro [their game]. Some devices stretch it. Some devices letterbox it. No matter how hard I worked to make the art in Auro as good as I could, there's no way a given person should be expected to see past all those roadblocks. Making Auro with higher-resolution art would have made it more resistant to constantly-changing sizes and aspect ratios of various devices." Reynolds says his studio is giving up on pixel art and embracing the new medium, and recommends other artists do the same. "Don't let the medium come between you and your audience. Speak in a language people can understand so that they can actually see what makes your work great without a tax."

175 comments

  1. Money or Art? by Anonymous Coward · · Score: 5, Interesting

    There will always be people who will appreciate well made pixel art, just don't expect whole lot of money in it. Blake Reynolds griping about that and changing his niche is like someone complaining why nobody is buying his DOS application anymore in the year 2015.

    1. Re:Money or Art? by Rockoon · · Score: 1, Insightful

      Its worse than that.

      The guy is saying how terrible it is that so few games use pixel art, and lays that on "HD fetishism" but then admits that pixel art is hard to make work well on a range of devices and because of that that he will no longer be doing any pixel art.

      This can be translated: Guy whose claim to fame is pixel art is years behind the rest of the industry as to the facts of the matter of pixel art, and now he is forced to admit how behind he was but wants to blame "HD fetishism."

      More pixels isn't worse.

      --
      "His name was James Damore."
    2. Re:Money or Art? by TheRaven64 · · Score: 4, Informative
      If that's the message you get from TFA, then I can only assume that you gave up after the first few paragraphs. I'd recommend going and reading the rest. I don't see how you can square that message with this quote from TFA, for example:

      Though I never intended for Auro to be a “retro-style” game, what I intended doesn’t matter at all, and it’s 100% my fault for failing to communicate in a language people understand.

      --
      I am TheRaven on Soylent News
    3. Re:Money or Art? by Rockoon · · Score: 1

      That can be translated to: "I'm misunderstood"

      --
      "His name was James Damore."
    4. Re:Money or Art? by loonycyborg · · Score: 1

      The guy just decided to go vector way and to deflect possible criticism from old fans wrote this article. It provides a lots of points for and against but I believe none of them is decisive. What can only be really decisive is a chance to explore new frontiers, in this case by changing art direction.

    5. Re:Money or Art? by Austerity+Empowers · · Score: 4, Insightful

      His message is confused, possibly on purpose. The straw-man is "people" who don't like "pixelated" images. In fact "people" appreciate well done art, which he relies upon to try to make his point in the article, we are repeatedly asked to compare images and agree with him! But, and here's the real gist:

      - Pixel art arose primarily due to device limitations: how does one create great art with huge, blocky pixels and a limited color palette? A genre was born
      - Badly done, hid def art, frequently is preferred over well done pixel-art at lower resolutions. True enough, often non-artists can't see the mistakes or merely are less offended.
      - Devices are screwing up his pixel art in some cases, making it look terrible. Can you blame users, here? No. I don't fully understand what is happening on some devices, but certainly not all devices have the same sized pixels, not all devices have SQUARE pixels, and when scaling happens various algorithms of unspecified quality are applied to render the image. It is a mathematical truth that a higher resolution source will produce a better display image.
      - Here's what he didn't say, but is heavily implied: High Definition pixel art takes far too much work. The "pixel tax".

      So if you boil down his argument it ends up being HD pixel art is cost prohibitive, but HD artwork gives more bang/buck, so our best option is to deliver lower quality art instead. Which is rational, but not ideal. However it is ignoring the obvious:

      - Figure out why some devices improperly display his art, fix if possible ($$$)
      - Create better tools for delivering HD pixel art ($$$)

      The last one seems strange I guess, but his entire point was that pixel art was an evolved style. Various techniques and methods were created to do it well. With significantly improved technology, many of those techniques are out of vogue or utterly useless. At the same time, modern tools & animations are lacking in fidelity, not all of which can be fairly blamed on lazy-artists: there is still a need for pixel-art (by some definition), but the sheer magnitude of pixels and the multitudinous array of colors available makes it a daunting task. Better tools and techniques are needed to produce higher resolution computer art.

      Personally I prefer hand drawn art in this style over 3D models for many types of games, so I will miss it. But I can't help but agree that low-res is probably not the right solution.

    6. Re:Money or Art? by cheesybagel · · Score: 1

      It's just easier to use 2D vector art to do the same job. Vector art also supports gradients if you want. At least some engines do.

      What I suspect however is that he is going to miss the bandwagon *again* and will be jumping to 2D vector while everyone else will be jumping to 3D.

    7. Re:Money or Art? by Black+LED · · Score: 1

      The guy doesn't even know what pixel art is. It's a very specific type of digital art that involves creating images by manually placing each and every pixel by hand. It's comparable to the old ANSI art of the BBS days.

      He's trying to claim that sprites from Street Fighter III and King of Fighters is pixel art, when it's certainly not. Those games are very obviously made using standard raster art techniques and tools.

    8. Re:Money or Art? by mr.mctibbs · · Score: 2

      "I'm misunderstood" is a childish defense. "People misunderstood because I fucked up" is a contrite admission of failure.

    9. Re:Money or Art? by Anonymous Coward · · Score: 0

      I'm pretty sure that's exactly what GP was talking about. Or maybe he was just misunderstood.

    10. Re:Money or Art? by Anonymous Coward · · Score: 0

      We need more indy games with pixel art. There's just not enough of them at the moment.

    11. Re:Money or Art? by Solandri · · Score: 4, Informative

      If you RTFA, he's not really griping that pixel art is disappearing. He's griping that pixel art was more skillfully drawn than 3D art.

      IMHO the difference boils down to how the art is/was made for games - pixel art was animated, 3D art is mostly motion captured. That means the exaggerated actions you're familiar with in cartoons (jaw drops, deformed stretches and squished bounces) are in pixel art, but are missing from most 3D game animation. After nearly a century of drawing movies and flip art, animators had learned a whole bunch of subtle cues our brains use to perceive and interpret motion, and created exaggerated animations that exploited those cues to make the animated motion eye-candy and enjoyable to watch. As motion capture replaces animation, that knowledge is being lost. Same for drawing pictures with a limited resolution. Like in mosaics and impressionistic paintings, pixel artists had learned how to exploit cues our brains use to interpret shapes to imply there was more detail in the picture than there really was. That knowledge isn't in as much danger of being lost because it's been around a lot longer, but it's no longer as much in demand.

      That's really what he's complaining about. Go watch some of the dancing in Disney's Sleeping Beauty (1959). Watch the way her dress and hair moves while she's dancing. It's so realistic you could almost swear it was motion captured. In a way it was. Some animator spent hundreds of hours watching film of how people's hair and clothes move while they danced that scene in real life, then used that knowledge to draw the cels in that movie in what your brain interprets as realistic motion. Nowadays, you just motion capture it and transfer it straight onto a 3D model via computer, without ever having to learn why it looks realistic. Which parts of the motion are what's important for your brain to perceive it as right or wrong. And thus which parts you could exaggerate for greater impact like the Chun-li animation in TFA.

    12. Re:Money or Art? by Anonymous Coward · · Score: 0

      He's griping because people would rather have 4k and crappy art (i.e. realism at all costs - even when it looks crap, and you can't see what the hell is going on... and when you can, you wish you'd just played Pac Man), than something crafted to look beautiful.
      NOT because people don't want "DOS" applications - people want real-time rendering.

      Put bluntly:
      Can you imagine what Space Invaders would look like now if someone came up with it as a new idea... and how awful it would look, and how much it would make people just not play it?

    13. Re:Money or Art? by Anonymous Coward · · Score: 0

      Those blocky, "retro" games are much easier to make than something good. That's why indies keep pumping them out.

    14. Re:Money or Art? by Anonymous Coward · · Score: 0

      "He's griping that pixel art was more skillfully drawn than 3D art. "

      And he's right.
      People would rather make lazy 3D anims with "real world" fabrics etc - but our eyes don't perceive it the way it renders.
      Our eyes perceive motion blur, etc as REAL things.

      You are speaking truth...

    15. Re:Money or Art? by g01d4 · · Score: 1

      Nowadays, you just motion capture it

      I think they also use equations to calculate motion. Especially when you're talking about objects where the number of elements (e.g. hair) and other issues make motion capture difficult. And they're good at it. I recall several years ago an old DOS game (probably the last one I played) where the motion rendering was so impressive I felt like I was actually in the floating boat.

    16. Re:Money or Art? by rjstanford · · Score: 1

      It's so realistic you could almost swear it was motion captured. In a way it was. Some animator spent hundreds of hours watching film of how people's hair and clothes move while they danced that scene in real life, then used that knowledge to draw the cels in that movie in what your brain interprets as realistic motion. Nowadays, you just motion capture it and transfer it straight onto a 3D model via computer, without ever having to learn why it looks realistic.

      Sorry, but that's not quite correct. Disney was famous for their use of rotoscoping, which basically involves filming live actors and then tracing their movements to create animations. Basically it was motion captured, just in 2D with far more primitive technology.

      http://www.lomography.com/maga... etc.

      --
      You're special forces then? That's great! I just love your olympics!
    17. Re:Money or Art? by Anonymous Coward · · Score: 0

      That can be translated to: "I'm misunderstood"

      Only by someone interesting in use "translation" as a tool of ham-handed assholery.

    18. Re:Money or Art? by Anonymous Coward · · Score: 0

      Disney (and other animators) frequently made use of rotoscoping. This is motion-capture done the hard way and is exactly why it was so expensive ( and indirectly shows why limited animation was so important for smaller projects. )

    19. Re: Money or Art? by Anonymous Coward · · Score: 0

      I have done both and tbh, vector is so much easier than pixel art. Particularly since you need the image at multiple resolutions in games for mobile devices. Antialiasing by hand is a pain. I don't get the pixel art fad. Never will I do raster gfx again.

    20. Re:Money or Art? by Anonymous Coward · · Score: 0

      At least TFA admitted that it was his fault he was misunderstood. What's Rockoon's excuse for being misunderstood?

    21. Re:Money or Art? by Anonymous Coward · · Score: 0

      He misunderstood?

  2. Look for PC gaming, not mobile by Kohlrabi82 · · Score: 3, Interesting

    Pixel art is very alive and kicking on PC, with some great recent releases, like Crypt of the Necrodancer, Titan Souls, etc. Maybe there is just the wrong audience on mobile.

    1. Re:Look for PC gaming, not mobile by Anonymous Coward · · Score: 1, Insightful

      A small nitpick here; pixel art is alive and kicking in indie games. Naturally most of them are on the PC because of the low entry cost for developers.

      There is no extra marketing value in having pixelated art these days unless nostalgia is used as a selling point. Because of this it is very unlikely to see pixel art from the large studios. It is only made by people who appreciate the art for the people that appreciate the art.

      It's a bit like jazz that way, you have to be in the circlejerk to fully appreciate the technical merits of it, but unlike jazz it is not obnoxious to everyone else.

    2. Re:Look for PC gaming, not mobile by ET3D · · Score: 1

      "unlike jazz it is not obnoxious to everyone else."

      I'm not sure what you mean by this. If you mean that there aren't people who dislike it, then I'd beg to differ, it's really an "I can't do hi-res, so I'll leave that to your imagination" style. I doesn't really look good unless you're a circlejerk. If you're talking about circlejerks being obnoxious to others, then of course there are those.

    3. Re:Look for PC gaming, not mobile by Pi1grim · · Score: 1

      One studio failed at creating a pixel art game. That speaks more about this studio's professionalism, than about pixel art in itself, I feel they will fail the same way at providing a good Hi-Res game.

      >> Reynolds says his studio is giving up on pixel art and embracing the new medium, and recommends other artists do the same.

      Somehow android game titles like Pixel Dungeon, Gemini Rue, Sword and Socrecy and Anodyne managed to pull it off with pixel art and are feeling fine. Sour grapes and the fox, anyone?

      Also this:
      >> saying that games with great pixel art get needlessly marked down in reviews for their pixelation, while games that have awful — but high-res — art get glowing praise.

      Sound very much like someone being bitter that very little people liked their style. Usually well drawn art draws praise, and poorly made stuff gets shunned. Be it pixel or high-def.

    4. Re:Look for PC gaming, not mobile by Mashiki · · Score: 1

      Pixel art is also big stuff in the h-game scene still, mainly because it's easy to produce and there's quite a few people who make good money creating sprites and pixel for the games that use it. Plus it has a very low entrance level for people wanting to make their own games, since many people use RPGmaker or GameMaker. So if you don't want to pay someone, you can learn how to do it on your own. There isn't the huge gap between pixel/sprite work as there is with 3D rendering for example.

      --
      Om, nomnomnom...
    5. Re:Look for PC gaming, not mobile by dohzer · · Score: 1

      This story was penned purely to create discussion. Clearly there is a live pixel-art community and industry.

    6. Re:Look for PC gaming, not mobile by gl4ss · · Score: 1

      "pixel" blocky art is also a cost saving measure.

      it's like shooting in SD so you can save a bit of money on the props.

      not all bad as such. but that's what it is. it's cheaper, faster and easier to create "pixel art" which is passable than really good looking vector art.

      also you can see this in them just using them for sprites, and going on to rotate, scale and whatever those sprites NOT in a pixel fashion. the whole presentation is not in low resolution mode. only assets that would take different artists and would take artists more time to do in higher resolution.

      personally I prefer low poly 3d presentation to fake-"pixelzz omg!" presentation. and the guy couldn't even figure out how to scale and clamp down the positions of the sprites to actual pixels on the screen so he got stuck trying to fix a blurred mess.

      --
      world was created 5 seconds before this post as it is.
    7. Re:Look for PC gaming, not mobile by Mr+D+from+63 · · Score: 2

      What goes around, comes around. Pixel art killed the white line graphics games like Pong. DAMN YOU PIXEL ART! You are reaping your just reward!

    8. Re:Look for PC gaming, not mobile by beelsebob · · Score: 1

      but unlike jazz it is not obnoxious to everyone else.

      No, I can assure you, I find pixel art actively obnoxious. Not only does it look terrible (IMO), but someone actively put extra effort into making it look terrible.

    9. Re:Look for PC gaming, not mobile by beelsebob · · Score: 1

      "pixel" blocky art is also a cost saving measure.

      Not at all - good pixel art takes way more man hours to produce than good 3D art. Heck, even bad pixel art does. It's much harder to convey an idea in a limited pallete and limited resolution than it is with all that beautiful smooth space available.

      Personally, I hate the result, but that doesn't mean it's easy to make.

    10. Re:Look for PC gaming, not mobile by Anonymous Coward · · Score: 0

      AC here. My bad. clearly pixel art is the jazz of computer games.

    11. Re:Look for PC gaming, not mobile by cheesybagel · · Score: 2

      One problem that "artists" usually have is that the graphics look excellent while the gameplay sucks donkey balls because they have no technical ability whatsoever. But I don't know what happened in this case.

    12. Re:Look for PC gaming, not mobile by Agent0013 · · Score: 1

      it's really an "I can't do hi-res, so I'll leave that to your imagination" style.

      If you read the article you would see examples of the hi-res that does not look good. That horrible scene with the chipmunk flying through the air with purple mountains in the background. There is too much distraction with all the little dots all over the place. Just because you have high resolution does not mean it makes a good picture.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
    13. Re:Look for PC gaming, not mobile by Anubis+IV · · Score: 1

      It's alive and kicking on mobile too. Superbrothers: Sword and Sworcery EP started off on iOS before coming to PC a year later. Wayward Souls is another one with graphics that look like something you'd expect from an SNES-era or PS1-era game, yet the folks I've talked to say that it plays like a Demon Souls or Dark Souls game.

      If anything, I'd think that pixel art is seeing a major resurgence following the popularity of games with low graphical fidelity like Minecraft and a host of other indie titles that have been introducing a new generation of gamers to the fact that it's all about gameplay, not graphics. When I look through my library of games and the games on my wishlist, games with pixel art have a larger presence now than at any point since the mid-90s.

  3. Duelyst by njen · · Score: 3, Interesting

    Games like Duelyst are flying the flag for well made pixel art just fine. It seems to me that one developer has been having problems with their pixel art, and is projecting that onto the rest of the industry. THe Pixel art in Duelyst was actually one of the main things that had attracted me to the game in the first place. The fact that I found the game enjoyable *after* playing it was practically a bonus.

    Also, MInecraft is hugely popular and could be considered under the pixel art category, look closely at the textures on the blocks, they look like pixels to me (or more accruately texels...but who is being that pedantic...).

    1. Re:Duelyst by cheesybagel · · Score: 1

      The graphics in Duelyst look, to me, like rasterized vector graphics or traced graphics not actual pixel art.

    2. Re:Duelyst by njen · · Score: 1

      The in-game graphics are all pixel art, and they are very well animated.

    3. Re:Duelyst by Anonymous Coward · · Score: 0

      A game can fail in a multitude of ways and for a number of reasons. The guy chose to blame the world not understanding his art, trying to imply it's collective mindset thing and not a creative production quality thing. It's that simple.

      Now... Minecraft really uses textured voxels. That's quite a distance from pixel art, no matter how similar they seems to be.

  4. pixels? really? by FranTaylor · · Score: 4, Funny

    Do they even have pixels any more? I haven't seen one in years!

    1. Re:pixels? really? by freeze128 · · Score: 1

      Right. It's triangles now. All triangles.

  5. i am so old... by antiperimetaparalogo · · Score: 1

    This makes me sad for a strange reason: i am so old ("masterbate with ascii art" old) that i remember some great pixel art (not just in games).

    --
    Antisthenes: "Wisdom begins by examining the words/names." - excuse my English, i am (slightly...) better with my Greek!
  6. Ignorant guy is ignorant? by Anonymous Coward · · Score: 0
  7. times change by Anonymous Coward · · Score: 0

    The pixel art in older games was often drawn by experienced artists for games pushing the limits of what was possible at the time.

    The latest crop of retro pixel fetichism is generally badly drawn and lazy.

  8. FTFY by Barny · · Score: 1

    "Some Guy, lead artist for a game, has put up a post about the decline of quality art in games. He decries the current state of "Pixel fetishism" in the industry, saying that games with great art get needlessly marked down in reviews for their 'quality', while games that have awful — but pixel — art get glowing praise. He walks through a number of examples showing how art can be well done or poorly done, and how it can be extremely complex despite the higher resolution. But now artists are running into not only the expectation of hipster content, but technological obstacles as well. "Some devices pixelate Blarg [their game]. Some devices lack the colour. No matter how hard I worked to make the art in Blarg as good as I could, there's no way a given person should be expected to see past all those roadblocks. Making Blarg with pixel-art would have made it more resistant to making money." He says his studio is giving up on art and embracing the new medium, and recommends other artists do the same. "Don't let the medium come between you and your audience. Speak in a language people can understand so that they can actually see what makes your work great without a tax." "

    --
    ...
    /me sighs
  9. To be fair... by Anonymous Coward · · Score: 0

    In fairness, this is a cell phone game.

  10. Decline of oekaki, too by Waccoon · · Score: 2

    Pixel art in games has always been pretty well respected, even before retro became a thing. What's really surprised me has been the decline of pixel art in general outside of gaming.

    I've been a long-time fanatic over oekaki art, which is essentially pixel art drawn directly on the web using Java applets or (rarely) Flash. The impromptu nature of the medium means most art will be done in 5-30 minutes, and the applets generally don't allow you to import a canvas, so the art is done from scratch and is all your own work. The communities are fairly small, dedicated, and consist mostly of artists. The most popular Java applets favor the pencil tool over airbrushes, an intentionally limited palette, and have special masking and dithering tools which results in most oekakis having a distinctive look. It's wicked fun, and much more creative and engaging than boards like 4chan.

    Oekaki boards are generally hosted as standalone web sites. Since the rise of social networks, oekaki has all but disappeared, both the BBSes and the artwork style. The Java applets rarely work these days due to everyone's (and Oracle's) hateboner over applets, so there's really no way to draw online anymore.

    What I find most interesting, though, is that everyone trying to write an HTML5-based paint program these days is trying to make a full-fledged painting application, complete with airbrush tools, transparent layers, and sometimes even trying to integrate complex features like the magic wand (and very badly). Performance and drawing lag is horrible. Why are there no pixel art or oekaki HTML5 apps? Pixel art is wicked fast with HTML5 canvas, so a good pixel art application would be ideal, but apparently nobody has an interest in doing this when they can write a bad Photoshop clone nobody wants. Even DeviantArt, which has a drawing app called Muro, has written their crappy paint app with an airbrush tool, and it's impossible to make even good art with that app, let alone pixel art.

    It's getting increasingly difficult to keep my BBS alive due to the death of Java on the web. I may have to hire someone to write an HTML5 program for me.

  11. damn noobs by Anonymous Coward · · Score: 2, Informative

    "Some devices blur Auro [their game]. Some devices stretch it. Some devices letterbox it. No matter how hard I worked to make the art in Auro as good as I could, there's no way a given person should be expected to see past all those roadblocks.

    This is bullshit. Here's what I do for proper pixel art: Use GL_NEAREST (no blur on scaling). Compute the upscale factor such that the 1px:1 game unit viewport is within some bounds, ergo, a fleixble viewport size that's "close enough" to avoid letterboxing. Render UI with placment coordinates anchored to an edge: absolute and/or percentage pixels from top, left, right, bottom. Middle is 50% from any of those anchors. This gives flexible UI inside the flexible viewport. This works on both mobile and desktop, because why wouldn't it?

    Some players end up seeing a few more pixels of game world on their screen than others, but that's all there is. If you're taking any available screen res instead of specifying a resolution then the device will not try to scale and blur things. It's not surprising that most shitty mobile devs and careless AAA devs suck at basic algebra for UI and resolution independent rendering, most don't care for pixel art. However, if you're a stickler for pixel art and you can't basic non-blurry upscaling working, then go back to 10th grade and try reading the damn API sometime instead of relying on some crappy "game framework" that's not designed for your application. It's REALLY not hard to "port" a game between platforms, most of the time in dev is in the art/audio and exploring/refining the game mechanics.

    All that said, There has been a trend for the past few years of both web games and mobile games PUBLISHERS to favour purchasing high res &&|| polygonal graphics, and avoiding pixel art like the plague. This isn't a new thing. The average player really doesn't care about which aesthetic you chose as long as the gameplay is fun and the art is good.

  12. Old guy here - pixel art reminds me of bad games by geekd · · Score: 5, Interesting

    I'm 45. I played Space Invaders in my local bowling alley when it came out - with my limited allowance. I was 10 (it took a while to get the midwest USA).

    I hate pixel art. It reminds me of bad games. Why limit yourself to an outdated method?

    Gameplay is king, but appearance is important.

    Pixel art holds zero nostalgia for me. Give me something that looks good, and plays great, and I will buy it. Pixelated graphics do NOT look good.

  13. Agree by ledow · · Score: 4, Interesting

    I'm writing a game at the moment, it'll never be more than hobbyist-level stuff but I can't do the art AT ALL.

    I had a guy do it. Mainly because, instead of fancy 3D models and bog-standard textures and copy/paste, they were willing to create pixel art from scratch. Sure, it didn't look "HD", it didn't scale without using HQ3X scalers, etc. but - it took a great deal of skill and was how I wanted the game to look. I don't get why everything has to be "proper" 3D, for decades games just weren't. I don't get why even the 2D games are displayed using 3D models, or rendered from 3D models. And if your chosen art-style is cartoon-y, then pixel art suits it a lot more.

    Finding a 2D isometric, pixel-artist is the hardest thing in the world (hint; anyone available?). Nobody seems to want to do it at all. I'm sure it's no harder than picking up Blender and having to create a 3D model but it's not the "in-thing". Seriously, my guy churned out isometric sprites 32-pixel wide by 64-tall in minutes each, using nothing more than MS Paint, which would have taken half-a-day to model and then render in the right view and had to use Blender or similar.

    Sure, if you're just after slapping in placeholders or using free models, it might work, but not everything WANTS to be 3D-rendered, shiny with shadows, bump textures, etc. and all the other stuff. I'm trying to make a game in a certain look and that look doesn't involve 3D.

    For some reason, it's like every artist in the world has suddenly decided the paintbrush is old hat and we have to use spray-guns instead. Fine, for trying different media, experimentation, the odd artwork, or even your particular specialist niche. But why does EVERYTHING have to be 3D-modelled even when the game isn't 3D?

    Similarly, yes, I could have specified an isometric vector game and scaled as appropriate. But, that's not the look I want.

    Honestly, I'm so bored of games having to be rendered all in the same way rather than the way that suits the game best. Indie games like Prison Architect and retro-games are my only way to get away from the norm, it seems. Sure, I like GTA5 as much as the next guy, but - for instance - something like Heroes of Might and Magic, I still prefer the old flat-2D versions.

    1. Re:Agree by turp182 · · Score: 2

      Here's a guy (who I believe is available for hire) that does a bunch of 2D tutorials.

      http://2dgameartforprogrammers...

      Website is crap design (seriously, you put the historical browsing tool 2-3 pages down on the page???) but the tutorials are good (I suck at graphics but am able to do some of the stuff he talks about).

      Lately I've been loving the pixalized game Corporate Lifestyle Simulator (as well as FTL). But I like all types of games, Fallout 3 is probably my favorite of all time.

      --
      BlameBillCosby.com
    2. Re:Agree by Anonymous Coward · · Score: 0

      If you hired a guy to do pixel art, then smeared that horrible fucking HQxX filter on top of his hard work, you might as well have kicked him in the balls.

    3. Re:Agree by Anonymous Coward · · Score: 0

      It's odd... I never looked at the blogger design... thanks for the mention. I changed it now. ;)

    4. Re:Agree by Anonymous Coward · · Score: 0

      I want to see the guy using MS Paint for using iso art when it comes to animations, rotations and odd angles of things. There is no way you can do it fast in that kind of tool. I have done my fair share of pixel art - all the way back in the commodore Amiga days with a cool tool called Deluxe Paint all the way to early mobile phones with hardware limitations that make you want to cry... ...but ISO art is hard to do when you want to pull it off right, believable and consistent beyond boxes, houses and generic objects.

      As for all things being 3D - it's far from true. Look at some of the most beautiful games these days coming (oddly enough from huge publishers like Ubi). Child of light is a work of art. 2D game art done right and combined with 3D elements where it makes sense.

      It's never about the tools it's what the artists do with them that makes the difference.

  14. I don't watch black & white movies anymore, ei by geekd · · Score: 2, Interesting

    Times marches on. Technology advances.

    Some people will hold to the old ways, and complain while the rest of us advance with the times.

    When those people are "Horse and Buggy Makers," we ridicule them. Why should we coddle pixel artists?

  15. Re:Old guy here - pixel art reminds me of bad game by ledow · · Score: 4, Insightful

    For the same reason that some people still choose to paint rather than photograph.

    Pixelated graphics are only a sign of displaying the art at the wrong resolution, not a symptom of the art itself. There's nothing stopping someone doing pixel art in HD, or just running in a slightly lower res.

    Give me something that plays great and I'll buy it. The particular decisions they've taken over artwork really are second-place to that.

    This is why I like the indie games at the moment. Good ideas and playable games and they've just pulled back the artwork and not spent millions and years on expensive 3D models with perfect texturing.

    Associating the graphics with the quality of the games themselves is quite telling - some of the best games I've ever played have sucky graphics. Master of Orion, anyone? Where your "ships" are a strip of pixels 3 high and 5 wide (or thereabouts) as they travel between planets? Who cares?

  16. Artsy fartsy by DNS-and-BIND · · Score: 0

    The reason we had pixel art in the first place is that's what screens could display. Then, we got super-high resolution displays and the need for pixels went away. I can't even see the pixels on my LCD screen even though it's a foot away from my face right now. So why are they clinging to this outdated concept?

    Because something in the artsy fartsy mind takes great delight in "we can do it much better now, but we're going to deliberately use the outdated method instead!" People don't understand why the graphics are blocky and give low ratings. Cue the anguished whining that people just don't understand great artists, smelly unwashed commoners don't deserve the kind of great art that we offer, etc., I think all of us know the rest of it from here by heart because we've heard it so many times.

    It's not their fault for making crappy-looking graphics, it's everyone else's fault for failing to recognize artistic brilliance when we see it. If it IS popular, then it's bad art by definition (Leland D Howard, Norman Rockwell, etc.)

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:Artsy fartsy by Smidge204 · · Score: 1

      Pixel art has a lot going for it, and it's not really "artsy fartsy."

      "Artsy fartsy" is when too much emphasis is placed on the styling rather than substance. See "Oni and the Blind Forest" as a recent example: HD graphics, very pretty, story is pretentious as fuck. The pretty graphics are really the only thing that game has going for it.

      That doesn't mean HD graphics are artsy either, I'm just saying that art style is not the only measure of pretentiousness.

      On the other hand, pixel art games have a more minimalist feel to them and so often (not always) rely more on content and gameplay. You're not constantly distracted by fancy lighting, particle effects and polygon count, and you become absorbed by what's actually happening. Action takes priority over presentation. I'm playing a game for the action - if I want fancy visuals I'll watch a movie instead. I don't think it's a coincidence that many AAA titles seem to be more cutscene than gameplay, with pretty minimal player involvement, because they're basically movies that require the audience to press some buttons every now and again to make sure they're still awake - don't you dare get up for a snack during my long unskippable cutscene! (How pretentious is that?)

      I also like pixel art because it leaves something to the imagination. Well done sprites may have low "resolution" but still have exquisite detail.

      Lastly, I feel pixel art has a more "hand made" feel to it. Someone has to sit down and fiddle with each individual pixel to craft those sprites. There's no photoshop tool that will do an adequate job. You can't use blur or smudge or the heal tool to cover your mistakes and you often have a very small area in which to make something easily recognizable because you can't scale the sprites arbitrarily. It takes skill and time, and good pixel art is a sign that someone put a lot of effort into the project and actually gave a shit.
      =Smidge-

    2. Re:Artsy fartsy by Mr+D+from+63 · · Score: 2

      artsy-fartsy

      English
      Adjective

      artsy-fartsy (comparative artsy-fartsier, superlative artsy-fartsiest)

      (informal) A frivolous or dismissive description of someone or something that is artistic or pretentiously artistic.

      Related terms
      hoity-toity
      highfalutin

      See also

      fancy-schmancy

  17. Pixel art isn't automatically good art by bluescrn · · Score: 3, Insightful

    There's a lot of really poor pixel art, often being made by young/inexperienced indie devs - too young to have played games on hardware with real palette limitations and real hardware sprites.

    You end up with several pixel sizes on screen, rotating pixels(!), super-smooth gradients, and inconsistent use of palettes. And then there's the resolution/scaling problems on top making things look worse. To older gamers/retro game enthusiasts, it can often just look a mess.

    Creating good pixel art is hard. Some of the greatest pixel art (e.g. Bitmap Brothers games) came from working with severe limitations, such as 16-color screen modes, which led to some very creative use of palettes and dithering.

    1. Re:Pixel art isn't automatically good art by Anonymous Coward · · Score: 0

      You end up with several pixel sizes on screen, rotating pixels(!), super-smooth gradients, and inconsistent use of palettes. [...] To older gamers/retro game enthusiasts, it can often just look a mess.

      I completely agree. A lot of pixel art games these days do it wrong. When mixed with fancy effects that break out of the limitations from back in the day, it's simply jarring and looks like the work of an uninformed hack. At the same time, there's always a bunch of fools fawning about how retro and pixel art the games look. It bugs the hell out of me.

  18. Hipster artist upset... by Anonymous Coward · · Score: 1

    Hipster artist upset that the mainstream just can't appreciate how awesome his work is. Film at 11.

  19. Re:I don't watch black & white movies anymore, by ledow · · Score: 1

    Because it's not a technology, but an art-form?

    It's like saying that painting is old-hat and only digital-photography can be done from now on - why would anyone "paint" or "sketch" or "draw"? God, what heathens!

    All are still equally prized, skilled and valid and used according to the requirements of a particular project. Sure, we still get digital artists and artworks that are just a computer showing a JPEG, but... come on. It's like saying that now we have MIDI, nobody should pick up a real instrument again - just use the MIDI soundbanks and a computer.

  20. Re:Huh? by MobileTatsu-NJG · · Score: 1

    3D doesn't mean 'suspended disbelief', he's saying a lot of 3D graphics out there are just plain shit because no particular talent is being used to define their style. And he's right! You're probably having a hard time realizing that because this generation of gaming has provided a bunch of tools to make everything look bumpy. You haven't seen much of that before so just seeing the effect looks 'cool'. In a few years from now you're gonna say 'huh, not as nice as I remembered'. Right now you're being impressed by gimmicks.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  21. CRT vs TFT by Anonymous Coward · · Score: 3, Interesting

    Pixel art died when we switched from old style CRTs to TFTs. The art of C64/Amiga/PC(CGA/VGA) era looks good in CRTs because of the blurring. With TFTs we have to increase the resolution and colors.

  22. Televisions Dithered Pixels by Anonymous Coward · · Score: 0

    If you look at how a CRT television actually displayed games, you'd see there are blurring/dithering or other distortion. That's why some emulators have filters to make the screen look like a television.

  23. 3D = cheaper, and indie pixel games are mostly bad by Anonymous Coward · · Score: 0

    I imagine that reusing and reskinning 3D models would be easier, and add that to the new engines with their more sophisticated technologies of making the graphics look way more crisp and better.
    Pixel art on the other hand seems to need experienced artists who knows how to make good pixel art, plus reusing them must probably mean almost redoing/recoloring major 'parts' of it, if not all.

    Additionally, some indie games have indeed 'revived' the pixel look of games, but then some of them aren't of good quality.

    That's just my 2cents, I

  24. crt by sberge · · Score: 2

    The age of the square, visible pixel was actually a pretty short period between blurry CRTs and retina LCDs. Pixel art was originally created for CRT, which blurs the pixels. Artists developed techniques to take advantage of this.

    1. Re:crt by Anonymous Coward · · Score: 0

      Yes and there were multiple different setups and the artists created graphics for a particular setup, a particular arcade, viewing distance and backlighting, blurring, crt type etc. Now it's just a hipster effect which would look good or horrible depending how well it would behave in a particular crt setup.

    2. Re:crt by Kjella · · Score: 1

      The age of the square, visible pixel was actually a pretty short period between blurry CRTs and retina LCDs. Pixel art was originally created for CRT, which blurs the pixels. Artists developed techniques to take advantage of this.

      Going by your UID, I'm guessing you were too young to have been there. The glory days of pixel art was the 80s and early 90s with resolutions of 320x240 and less as well as 4-256 colors simply because you had no other choice. Those were very visible, even on the CRT. A good example is comparing TES II: Daggerfall, released in 1996 which was the last of the "pixelated" generation with 320x200x256 color and TES III: Morrowind in 2002, which was a damn beauty with up to 1600x1200x16.7mio color and all of this while CRTs were dominating.

      Of course you could still see here and there that it was pixels and not retina-class, anti-aliased super smooth ultra realistic graphics - it's not hard to see it's a computer game and not real life, but clearly they were going for being as realistic as possible and not a stylized "pixel art" form. LCDs might have raised the standard a bit on the level of detail you need, but they aren't very relevant at all as to why pixel art exists in the first place. It's more like a game board piece, enough to see what it is and make it an interactive part of the game but not even trying to be realistic.

      --
      Live today, because you never know what tomorrow brings
    3. Re:crt by sberge · · Score: 1

      Going by your UID, I'm guessing you were too young to have been there.

      You'd have to guess again.

  25. ASCII art is on the decline as well by Anonymous Coward · · Score: 0

    Filter error: Please use fewer 'junk' characters.

  26. The Decline of Chiptunes by Mal-2 · · Score: 1

    Similarly one could ask "why are so few artists making 8-bit chiptunes these days, voluntarily restricting themselves to the limits of a pair of AY3-8910 chips?" The answer is: because it's passé, plain and simple. I still do it (some, far from exclusively), but even some of the other people on the same project don't understand why I am sticking religiously to either 3 notes + 1 noise in mono, or 6 + 2 in hard-panned stereo, with no exceptions. (OK, for Berlioz I used exactly double that.) I force myself to adhere to those limitations because that's what they were. If I don't, then it's inauthentic, and once I start bending rules for convenience, why should I stick to the Mockingboard format at all? I might as well do cheesy MIDI with 16 channels and essentially no composition limits.

    --
    How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    1. Re:The Decline of Chiptunes by Anonymous Coward · · Score: 0

      SMH, the spectrum intro to robocop was weak compared to the glory of the gameboy, get a real chip d0gg

  27. Seriously? by Anonymous Coward · · Score: 0

    I was in to pixel art about ten years ago, and while you may have some respite in icons this is a dying art form. Embrace the tools that can make your artwork breach the 200x200 box! You don't have to use a 3d render tool as you have the skills to make something look real without it. Never the less, don't expect those who view your work to tolerate your pixelated BS into 2020.

  28. pixels?! by Anonymous Coward · · Score: 0

    You are saying that images consist of little dots? Nooo, now I cannot watch computer graphics anymore without seeing the dots! Look at what you have done!!!

  29. Re:I don't watch black & white movies anymore, by MadKeithV · · Score: 1

    Because it's not a technology, but an art-form?

    It's like saying that painting is old-hat and only digital-photography can be done from now on - why would anyone "paint" or "sketch" or "draw"? God, what heathens!

    No, it's like saying that digital photography with the first wave of digital cameras is more artful than digital photography with the most recent professional cameras. What the author actually means to say is that his "art" in working within unnecessary limitations to produce a very artful result is not appreciated by people who mostly think "that picture would have been much better at a higher resolution".
    I read TFA (I know, I know) and the whole thing basically boils down to "good art is better than bad art, but most people don't recognize bad art". It has always been that way. Even more, most people these days will have trouble appreciating even the classic black-and-white movies, even though they know a-priori that it is art. Past a certain point it's very difficult to see past the outdated technological limitations.

  30. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    I remember when I first saw the Amiga games with their original CRT displays. They looked flawless and beautiful. You rarely saw "pixels" as such. Then, many years later I tried Amiga games in an emulator. The games looked horrible. Must have been a bad memory OR the fact that the screen was blurry.

    I remember seeing some high end Targa/Vista graphics card demo in 1990..1992. They marketed it as the "photorealistic graphics" but most of that was probably attributable to the blurring effect of the displays.

  31. Confused by Lord+Crc · · Score: 1

    The guy is confused. Art != looks good.

    Just look at paintings, in comparison van Gogh was a pixel artist while Rembrandt made proper high-definition 3D, yet both have made works that are considered great art.

    When people complain about pixelation it's because nearly everyone cares about what looks good and not about good art.

    1. Re:Confused by Anonymous Coward · · Score: 0

      According to wiki, pixel art = process. Either you create a retro look or you have small screens or only a few colors and you try to make it look as good as possible.

    2. Re:Confused by ledow · · Score: 1

      Depends on your definition.

      To me, art isn't some arty-farty defintion about what the artists "means" or "feels" or whatever junk.

      Art is a thing that looks good, and that takes skill to create. By my definition "modern art" isn't art. It's just boxes on a canvas, or soiled beds in a museum, as it takes no skill to create.

      I invite you to go to pixeljoint.net, for instance, where the galleries of artwork are FABULOUS - beautiful, genius use of the tools at hand, and not something that just anyone could recreate even if they had a hundred years to do so.

    3. Re:Confused by swb · · Score: 1

      Georges Seurat was a pixel artist.

      "A Sunday Afternoon on the Island of La Grande Jatte" is really something to see in person because it's so big (2m high, 3m wide) and Seurat's pointillist style makes you wonder how he actually was able to paint it. It's almost worth the trip to the Art Institute of Chicago on its own.

    4. Re:Confused by mwvdlee · · Score: 1

      Art, like beauty, is in the eye of the beholder.
      Completing an art college does not make you an artist, it makes you a craftsman at best.
      Having people willing to hand over their own money for what you've created makes you an artist.
      This does not include government subsidies and grants; that's OTHER people's money.

      FWIW, I do like some of modern art. Skill shouldn't be any factor; if somebody can create something mindnumbingly awesome with minimal technical skill, I'd still consider it art, because it's still mindnumbingly awesome and I'd pay for it.

      --
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    5. Re:Confused by Anonymous Coward · · Score: 0

      Coincidentally, I happen to wearing a parody today.

  32. Manual Quantization by GrahamCox · · Score: 1

    Pixels are a quantized version of whatever it is you want to portray. Pixel art is doing that quantization manually, when the computer could do it for you, rasterizing to whatever resolution it needs. Therefore the artwork should all be in vector form. They've been doing it that way for Fonts since the late 1980s, it's really about time all other graphics caught up.

    1. Re:Manual Quantization by ledow · · Score: 1

      Do you have any clue how fonts render in small (or overlay large) sizes?

      It's called font-hinting. Because when you just take a vector and stretch it to the desired pixel size, you often end up with junk not resembling the vector at all.

      So font designers then have to go and "hint" the font for specific point-sizes - what's "hinting"? Pixel art, basically, for those font-sizes. They say "put a pixel here" or not depending on what makes it look better at that particular size.

      Vectors are not, and never have been the be-all and end-all of graphics. Take a paintbrush-artist using a particular stipple effect - to just encode their strokes as vectors means it won't render at small or very large sizes effectively either. It's just not that simple.

      There's a reason that every OS has claimed to have "vector" back-end support and yet - in the end - fix icon sizes and tell you in advance what sizes are standard, etc. Because stretching vectors is not the same.

      Additionally, I advise you to go to somewhere like pixeljoint.net and look at their top works in their galleries. Then tell me how you're going to vectorise some of those.

    2. Re:Manual Quantization by BitZtream · · Score: 1

      It's called font-hinting. Because when you just take a vector and stretch it to the desired pixel size, you often end up with junk not resembling the vector at all.

      Thats only true for very small fonts which are bordering on illegible, where sometimes they even just include bitmapped variants because you're approaching the point where the vector is not useful since a pixel takes up 20-30% of character. The rules change at this scale.

      Vectors are not, and never have been the be-all and end-all of graphics. Take a paintbrush-artist using a particular stipple effect - to just encode their strokes as vectors means it won't render at small or very large sizes effectively either. It's just not that simple.

      This is true, but no one is reducing it to drawing lines of fixed width with no other attributes, are they? I mean other than you. Either way, certainly vector graphics are not always the best way to store information about a particular artwork, everyone can agree on that.

      There's a reason that every OS has claimed to have "vector" back-end support and yet - in the end

      The OS I use ... second most popular one at that, allow vectors for icons. SVGs specifically. So ... uhm... try again. Of course it also displays PDFs natively, but you go ahead and tell me all about the lack of Vector support.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    3. Re:Manual Quantization by ledow · · Score: 1

      Orly.

      https://developer.apple.com/li...

      Strange. Seems their official app guidelines are to supply icons in multiple raster sizes and it picks the best one to use...

      "Capable" and "Actually Utilises" are very different things.

      P.S. Display PDFs natively just means it has a library to do so. It says nothing about the underlying system. I can display PDF's "natively" on Windows, it's called the Reader app.

  33. Manyland... by MindPrison · · Score: 1

    ...pixel arts revenge! www.manyland.com

    --
    What this world is coming to - is for you and me to decide.
  34. Re:Old guy here - pixel art reminds me of bad game by HiGuys · · Score: 4, Insightful
    There are a few things at work here, I think. And these might not all apply for you, because different people enjoy games for different reasons... some really enjoy stepping into other people's shoes to become, say, a soldier (which I couldn't care less about), and I'm sure that increased verisimilitude makes games more enjoyable for these people.
    1. 1) Pixel art makes your brain work to fill in the gaps, and often involves strong patches of bright colour. I like this aesthetically, and wouldn't want to see it disappear. It's a bit like the difference between pointillism or impressionism and realism. All three are interesting.
    2. 2) The iconicity of much pixel art makes it easy to understand the visuals in terms of interaction. The more realistic things get, the more it becomes an issue of what is interactive and what is not. And if games were entirely interactive, the costs would be staggering, and everything would become a sandbox-type game. I don't think that pointing arrows showing "you can click on this!" help, because then it becomes a matter of the game telling you what to do, not you exploring the game. I think that there are probably styles of game that are less affected by this than others, of course.
    3. 3) Leading from (2), HD art is expensive. This means that companies can't make as much of it, and want to make sure that you see all of it. The result is that large, expansive, difficult games become shiny rollercoasters that play themselves.

    Oh, one more thing: do you remember the beautiful glow that some of these games gave off? Just a few months ago I had the opportunity to try Asteroids in the original. The bullets that you shoot are mesmerising.

  35. Re:I don't watch black & white movies anymore, by stealth_finger · · Score: 1

    Because it's not a technology, but an art-form?

    It's like saying that painting is old-hat and only digital-photography can be done from now on - why would anyone "paint" or "sketch" or "draw"? God, what heathens!

    No one is saying that though. Some guy is moaning his pixel art isn't being heralded as the best thing ever.

    --
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  36. Re:I don't watch black & white movies anymore, by Anonymous Coward · · Score: 0

    Only that the authors mentions High resolution pixel art more than once. He distinctively says that his point is not unnecessary limitations. This part of his argument shows where he points out that high res pixel art is different than technical up-scaling. He's basically pointing out the difference between drawing and digital photography. Most 3D games today are closer to digital photography than they are to drawing, so he is pretty much correct. I only disagree with him that there are a lot of modern games that do have beautiful pixel art.

  37. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    Replying to my own message: just use youtube and search for "crt" and "arcade". There are real pixels visible ("final fight"). However there are pixels visible when you use tft:s.

  38. What's worse is poorly displaying clean pictures. by Anonymous Coward · · Score: 0

    Shovel Knight has pixel graphics, but they're either displayed stretched or there's a post processing pass that distorts the clean pixels. You can't turn this off, which is absolutely bamboozling to me.

    You can see that clearly on this screenshot (from super adventures).

  39. What I really miss: high quality sprite graphics by foreverdisillusioned · · Score: 2

    While I don't actively hate it pixel art, I agree it's overused. If you're not specifically going for a retro vibe, I don't really see it as attractive. I think decrying the decline of this 'art form' is definitely premature at this point.

    But the alternative in the 2D universe is all too often Flash or Flash-style animation, which IMO is a harbinger of cheesiness and not very attractive looking at all. It's very garish and cartoony--given the choice between the two I think I'd rather have pixel art, since (for me) it's a bit easier on the eyes, draws less attention to itself once you've been playing it for a bit.

    What I really miss is that one art form that has been absolutely massacred by the trio of pixel art, flash graphics and (the ever easier to implement) 3D graphics--high quality sprite artwork. Think late 90s / early 2000s RTSes and CRPGs like Starcraft, Diablo 1/2, Fallout 1/2, Planescape Torment, Baldur's Gate, etc. If you have any of these games a high resolution makeover (the sad part is, in many cases higher resolution versions of many of the sprites probably existed on the artists' hard drives at the time) and they would look rather good. Improve the animations a bit (either by using 2.5D or by generating 2D sprites from 3D models) and I really think it could rival many of today's 3D games, for at least somewhat less money. (I'm not sure how much quality 2D artists cost vs. high end 3D graphics, so I couldn't say for sure how much less.) Scaling to different resolutions would be an issue, but not an impossible one and on the plus side you wouldn't have to worry about graphics card performance at all...

    But alas, the AAA developers simply aren't going to sully themselves with such oldschool nonsense, and the indie developers are inevitably going to gravitate towards pixel art or cartoony Flash art due to the cost savings.

  40. heh by Anonymous Coward · · Score: 0

    I guess they have a problem with people moving on from consoles to gui as well...whiny little bi...

  41. Art or process? by olterman · · Score: 1

    The more I read about "pixel art" the more it seems a process. First you have to have constrained media: mainly low resolution or long viewing distance. Probably noisy environments and bad lighting. Add to this blurry CRTs and limited memory. They guy at dinofarmgames.com says "It’s among the best 2D animation ever made in a video game" and "SFIII’s animation is orders of magnitude better than SFIV’s". I would say it's just different. The same reason why Hamlet's performance is different from some other type of theatre plays. There is a reason why there are only a few frames done for the animation and there is a reason why the characters in theatre plays behave as if "over acting". People can't see their faces.

  42. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    I'm with you on this. I was just slightly too old for the Nintendo generation (grew up with a PC anyway), and I believe nostalgia for old Nintendo and Super NES games is what drives the whole pixel art thing. I don't personally see any more value in that art style than I do in the crappy old CGA graphics that he shows an example of in the article.

  43. Same here by aepervius · · Score: 1

    Old guy. For the same gameplay enjoyment, I will take a nice graphic over pixelized art. I will accept pixelized art only if the gameplay is superior to the non pixelized one. But as you note , this is an acceptance of a lower visual technology for the sake of better gameplay. In absence of better gameplay, screw hold on from dark ages.

    --
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  44. Re:I don't watch black & white movies anymore, by FoxMcElroy · · Score: 1

    Who's saying that? Did you read the article?

  45. Fuck This Ultra-Modern Pixel Art by BlackHawk-666 · · Score: 1

    If you ask me, where we wrong was pushing for this ultra-realistic pixel art when we already had the truly engaging expression of ASCII art. It's still a struggle to make ASCII art work with modern screen sizes and non-standard (80 x 25) layouts...but we must persevere, lest the unwashed heathen masses that consume our art fail to understand it.

    I suppose we could supply them with a README.TXT file to tell them what the art is trying to say to their monkey brains.

    --
    All those moments will be lost in time, like tears in rain.
    1. Re:Fuck This Ultra-Modern Pixel Art by tmjva · · Score: 1

      Now Pixel art knows how it felt when it pushed ASCII art by the wayside. Welcome to the rest of us in internet hell.

      --
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      http://empire.openmpe.com/
      BT
  46. Vinyla vs CDs by patriceweber · · Score: 1

    Pixel art will die slowly, until few hipsters rediscover it, as a cool alternative to overproduced game rendering. Just saying...

  47. Pixel art is cheap, larger pixels = less work by Anonymous Coward · · Score: 0

    Pixel art is a cheap way to get your graphics done nowadays. The low resolution means you have to be a little creative to make things look recognizable, but at the same time you can ignore lots of fine detail that you would've had to draw out neatly, had you used something more high-res.

    When I see pixel art in modern games, I see it as a means to save time and money on graphics. I don't see it as attractive because I grew up with low resolution video games.

    Most of the time, I play a game because it's fun, and gameplay merely requires functional graphics, not pretty ones.

    Shit, just look at nethack or dwarf fortress. I think those games may take it a bit too far even, as I always use a simple graphical tileset so it's a bit easier to see what is what.

  48. the uncanny valley by Jerry+Atrick · · Score: 1

    In the comments he accidentally stumbles on the real problem, without really understanding.

    Pixel art as a more expressive form, sure, it's easier than trying to bend 3D or vector art to your vision.

    Pixels as a statement, no problem there. It completely misunderstands what artists were trying to achieve back in the day when all game art was pixel art and the work went into making it not look like a bunch of pixels. But I can go with a deliberate style.

    The screenshot of his game just looks like they drew the graphics at too low a resolution then badly scaled them, not an explicit statement about pixels as an artform. Either go big on pixels or go HD, anything in between is a rendering error and users will see the error not the intent.

  49. There's more than 2 types of art style by edxwelch · · Score: 1

    The author thinks that pixel art style is the only alternartive to realistic, which is false. Look at Prince of Persia, or Borderlands (both of which have very good looking stylised art)

    1. Re:There's more than 2 types of art style by Anonymous Coward · · Score: 0

      You clearly didn't read the article. Go ahead and do so, it's worth your time. In fact, the author specifically mentions Grim Fandango as an example of good art which is neither pixel art nor realistic.
      The author also doesn't say realistic art is somehow worse as such. But the author does decry the fact that realistic games with terrible art tend to get better reviews than games with outstanding pixel art.

    2. Re:There's more than 2 types of art style by tepples · · Score: 1

      Prince of Persia was made for the Apple II, whose practical resolution was 280x192 on black-white edges or 140x192 with color. True, it was rotoscoped from a videotape of an actor, but it's still very much low-res pixel art.

    3. Re:There's more than 2 types of art style by edxwelch · · Score: 1

      I should have said I was talking about the 2008 version: http://www.gamersperspective.c...

  50. Re:Old guy here - pixel art reminds me of bad game by sad_ · · Score: 1

    But he's not referencing those early 8bit grfx, but rather the good old time of big shiny colourful 16bit pixel art (amiga, snes, genesis/megadrive, etc).
    Just look at some of those games and tell me they look bad or that you can't figure out what the sprite looks like, these are nothing like the grafics you get on an Atari 2600.

    --
    On a long enough timeline, the survival rate for everyone drops to zero.
  51. Re:Old guy here - pixel art reminds me of bad game by ChoGGi · · Score: 1

    A photograph is a record, while a painting is a creation
    Not sure how that relates to pixels vs vectors?

  52. Re:What I really miss: high quality sprite graphic by EmeraldBot · · Score: 2

    While I don't actively hate it pixel art, I agree it's overused. If you're not specifically going for a retro vibe, I don't really see it as attractive. I think decrying the decline of this 'art form' is definitely premature at this point. But the alternative in the 2D universe is all too often Flash or Flash-style animation, which IMO is a harbinger of cheesiness and not very attractive looking at all. It's very garish and cartoony--given the choice between the two I think I'd rather have pixel art, since (for me) it's a bit easier on the eyes, draws less attention to itself once you've been playing it for a bit. What I really miss is that one art form that has been absolutely massacred by the trio of pixel art, flash graphics and (the ever easier to implement) 3D graphics--high quality sprite artwork. Think late 90s / early 2000s RTSes and CRPGs like Starcraft, Diablo 1/2, Fallout 1/2, Planescape Torment, Baldur's Gate, etc. If you have any of these games a high resolution makeover (the sad part is, in many cases higher resolution versions of many of the sprites probably existed on the artists' hard drives at the time) and they would look rather good. Improve the animations a bit (either by using 2.5D or by generating 2D sprites from 3D models) and I really think it could rival many of today's 3D games, for at least somewhat less money. (I'm not sure how much quality 2D artists cost vs. high end 3D graphics, so I couldn't say for sure how much less.) Scaling to different resolutions would be an issue, but not an impossible one and on the plus side you wouldn't have to worry about graphics card performance at all... But alas, the AAA developers simply aren't going to sully themselves with such oldschool nonsense, and the indie developers are inevitably going to gravitate towards pixel art or cartoony Flash art due to the cost savings.

    THIS. Seriously people, go play a Metal Slug game sometime - some of the sprite work of the late 90's is absolutely amazing, and the detail and crispness is unrivaled by even modern day graphics. I really wish high quality sprite work came back, honestly, because it looks gorgeous. People often pay attention to the other two extreme ends of the spectrum (pixel art and then 3D high res graphics), but the middle ground has completely disappeared...

    --
    "Set a man a fire, he'll be warm for the rest of the night. Set a man afire, he'll be warm for the rest of his life."
  53. Re:Old guy here - pixel art reminds me of bad game by Chris+Mattern · · Score: 4, Insightful

    Somebody who thinks a photograph is just a record doesn't understand photography at all.

  54. Re:Old guy here - pixel art reminds me of bad game by allcoolnameswheretak · · Score: 1

    I disagree. I think pixelated graphics can look better than high-res. Mainly because pixelated art leaves more to the imagination. Your brain fills in the details. Some 2D games that use high-res pictures don't appeal to me because I don't like the art style, like, for example, the faces of the characters. I have never experienced this "issue" with retro-themed 2D games that use more pixelated art.

  55. Most pixel art is bullshit by rebelwarlock · · Score: 1

    The vast majority of games that employ pixel art do so because they want to have an art budget of $1.50. While some games really wouldn't be the same without it (like Retro City Rampage), I'm pretty sick of seeing every lazy asshole indie dev using pixel art and slapping the word "retro" on their terrible game. It's gotten to the point that pixel art is a good way to weed out games I don't want to play. Turns out you can absolutely judge a book by its cover.

  56. What is with this "HD" by jellomizer · · Score: 4, Informative

    The issue is 2D design vs 3D Rendering.

    What I find to be the biggest point to that argument, is the bomb of Kings Quest 8, which killed the series.

    Kings Quest Games were usually state of the art games, and they had a tendency to use new features for the game.
    The first "3D" Perspective game, where the character can walk behind objects. By Kings Quest IV they started going big into quality sound. Kings Quest V Jumped into multi-media with VGA painted Graphics, and speech. Kings Quest VII, moved towards advanced 2d Animations to give more of a cartoon like feel. Then came Kings Quest VIII, It jumped on the 3d bandwagon, It looked like crap, we were use to beautiful impressive 2d worlds where it was a joy to get to a new screen, to a much larger, but very bland and repetitive 3d world. The 3d technology was too new back then. And they jumped to the technology without much insight of the quality of the universe.

    "HD" Doesn't mean the end of quality 2d Games and graphics, It is just a tradeoff of how impressive of a world you want. If your game has a fixed camera angle. Then 2D may work to your advantage. Better hand drawn/photographic art, animation that doesn't need to follow physics, to give a better artistic effect. But if you need a world where you are looking in around, up and down... Then you may need to deal with some of the artististic quality loss for a 3D World.

    Pixel art, and its older siblings Ascii/Ansi art, were perfected out of necessity. If you are stuck on 40x25 resolution, 80x25 resolution,160x200, 320x200, or 640x200 and the different modes meant you had different color pallets available, with screens with a low fuzzy dpi. Created creativity to create worlds that are more impressionistic of the character and less realistic.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:What is with this "HD" by bored · · Score: 2

      he 3d technology was too new back then. And they jumped to the technology without much insight of the quality of the universe.

      I assume your aware that there is a new kings quest in the making... King's Quest: Your Legacy Awaits, which when I initially saw the screen shots I was really sad. I guess they think 3d technology has evolved, but it still looks like ass in comparison to KQ7, which runs at much lower resolution.

      There definitely a place for good hand drawn art in video games. See Machinarium, and a number of fire maple games like The Lost City. I found these much more satisfying then nearly any game using a 3d engine I've played in the last 10 years. Even the old prerendered games like riven/etc look better IMHO. Realtime 3D/polygon rendering is cool for things that need 3D, but this idea that even isometric games (starcraft/etc) need to be 3D takes away from the experience.

      I really was excited about the new xcom until I saw the screenshots and found out it was using cryengine. Not that there is anything wrong with that engine, I just wish someone would do a big budget game with something other than that, unreal, or idtech. The use of one of three game engines for 99% of the games released in the past few years means that they all have the same look/feel in my book.

  57. It's not just pixel artists! by argStyopa · · Score: 1

    Dammit, nobody appreciates frescoes anymore.

    And what about blacksmiths? Marginalised, trivialized and pushed to the curb as if people have better ways to do things?

    Deeply unfair.

    --
    -Styopa
  58. Minecraft anyone? by AttillaTheNun · · Score: 1

    The most successful independent game of all time is essentially 3D pixel art.

    1. Re:Minecraft anyone? by Anonymous Coward · · Score: 0

      The most successful independent game of all time is essentially 3D pixel art.

      That game looks like piss and you all know it. We used to call stuff like that programmer art, but the game got really popular and we look the other way.
      If you don't remember what good 8 or 16 bit games looked like you're not really a judge of good pixel art.

    2. Re:Minecraft anyone? by Anonymous Coward · · Score: 0

      Minecraft in part is successful because of its low quality pixel art.

      I mean really. Almost any noob can make pixel graphics which do not clash with what already exists in the game. So when a modder releases a mod he doesn't need a dedicated artist unless he wants it to look really good. So the graphical quality of the mod will blend in fairly well with the game itself.

      If minecraft had been utilizing high resolution textures then there would have been an immediate clash between any user-created art and original content... Now there is none, for this reason.

  59. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    Because it's not a method, it's a style.

  60. Re:Huh? by Anonymous Coward · · Score: 0

    Take a good hard look folks... this is what happens when you feed a troll... you get trolled harder!.

  61. What a load of chuff by JohnStock · · Score: 1

    Pixel art games are more popular now than they have been since the 1980's.

  62. People were mad about talkies too. by AndyKron · · Score: 1

    Someone is mad because pixel art is declining? I suppose people were upset when movies became talkies too.

  63. Re:Old guy here - pixel art reminds me of bad game by ScentCone · · Score: 2

    Or painting.

    --
    Don't disappoint your bird dog. Go to the range.
  64. That's why all my art goes up to 11. by Anonymous Coward · · Score: 0

    What a load of bullshit, everyone knows that bigger numbers are better.

    That's why all my art goes up to 11.

    If you can't see why going up to 11 is better the you just don't understand art.

  65. the 90s were great by Anonymous Coward · · Score: 1

    And I have always hated 3D games since the first time I saw one.

  66. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    I'll try to make this as simple as possible. You are an idiot. Ok I'm done.

  67. Re:What I really miss: high quality sprite graphic by cheesybagel · · Score: 1

    It takes a lot of time to do it so eventually people just started using 3D rendered models rendered into 2D sprites and shit. The articles goes in this regarding Diablo and I know it happened in several other games as well.

  68. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    No. Pixelated graphics DO look good. They look better than HD 2D that 99% of the time just looks like cheap Flash vector bullshit, which everyone uses because it's easy to make.

    See how easy this is, stating opinion as fact?

    Also you must hate tile murals. And any sort of impressionism. Because hey, why LIMIT yourself to low-detail techniques when you can go high detail, right? It's not as if limitations breed creativity, haha! Imagine that!

  69. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    Well shit, why limit ourselves to pianos and string instruments anymore when we've got dubstep? Why limit ourselves to painting when we can piss in bottles instead (that's MODERN art you know, not some outdated paint and brush barbarism)? Why limit ourselves to logic and reason when we've got the much newer and therefore much better social justice ideology that's based on feelings and psychosis?

    Good quality pixel art is very beautiful and requires a lot of skill and effort to make, but I guess all you care about is novelty. Are you sure you aren't actually twelve years old?

  70. Pixel art.. by Anonymous Coward · · Score: 0

    ...sucks. I lived through the end of it and I just could NOT wait for each iteration og video cards/consoles bringing higher and higher resolution and more colors.

    The only excuse for pixel art today is that you're too cheapass to hire decent artists OR can't afford them as pixel art is still utter shit as is cell shaded cartoony graphics.

  71. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    It's all about art direction. I know I'd rather go back and play a "pixelated" game that still looks relatively beautiful compared to a game that tried to be "state of the art" and just looks like ass today. That said, it's not about "pixels", and that's what the author was apparently trying to convey. Everyone here just reacted exactly like he predicted.

  72. Re:What I really miss: high quality sprite graphic by Anonymous Coward · · Score: 0

    Is the problem so much the use of flash, or the people using the tools and not applying details that could give the art a less cartoony appearance?

  73. Re:I don't watch black & white movies anymore, by Anonymous Coward · · Score: 0

    People like to pretend this is like some easy "vinyl vs digital" tech issue when it's really one of artistic effort. It's more about which SONGS from the vinyl days we're still listening to today, and why they're still worth hearing compared to modern music, even though they're re-mastered from scratchy old recordings.

    If you can honestly go back and tell me that a game that tried to look "state of the art" even 5 years ago looks better than a game that just tried to have nice art direction, then you're the one coddling the wrong people. Mario 64 looks like garbage today and is 99% seams and glue, but Super Mario World is still at worst quaintly retro and feels solid. Let's stop pretending that this is a simple matter of time marching on when it's one of what we SHOULD be bringing into the future (quality rather than quantity).

  74. Re:Huh? by Anonymous Coward · · Score: 0

    I don't think that word means what you think it means. Have I elicited an emotional response gamer-boy? Why don't you fire up DOOM for MSDOS and shoot balls of light at pixelated monsters until your screen is covered in pixelated blood? I hear retro games played off the floppy disk drive have joined the ranks of Betamax and Vinyl to become retro art forms now.

    I'd tell you to shove an NES controller up your ass and see if it cures the butt-hurt but the sharp corners of a rectangular prism might hearken back to the days before Steve Jobs broke all the corners off of geometry and started wearing black turtlenecks/killing his pancreas with fruit pesticides.

    Look everybody! I'm a troll spewing obscenity on the internet! I'm an ARTIST!

    You know: just like the guy taking a GPU capable of 4K renders and wasting his shader cores on rendering 100x OpenGL quads to make a single monotone square and calling it a "pixel". Because "Minecraft" or something? He justifies it by making vague references to pointer arithmetic, but we all know the real reason he is stuck in flatland is because he tried making "just another generic Voxel engine" for his senior project at "The Art Institute of FAFSA-Money" and realized that quaternions are much harder than Cartesian coordinates for people who studied art in college after they failed HS Algebra.

    I'm a troll because some dude said so, and his motivation totally almost definitely WASN'T because my torpedo of truth hurt his tender-Generation-Y-participation-trophy-feelings to the point of unbearable levels of bad-feels.

  75. I'll see your Pixel and raise you an ANSI by wardrich86 · · Score: 2

    I've never heard anybody bicker about Pixel art before. Heck, there are plenty of pixel art-based games out there. The Binding of Isaac, Monaco, Hotline Miami, etc. The list goes on. What the world REALLY needs, is more love for ANSI art. Now there's a difficult medium to work with.

    1. Re:I'll see your Pixel and raise you an ANSI by Anonymous Coward · · Score: 0

      Please allow me to profess my undying love for everything you just wrote.

  76. Androids... by nowsharing · · Score: 1

    The conscious AI robots that hunted down every last one of us.

  77. Re:What I really miss: high quality sprite graphic by foreverdisillusioned · · Score: 1

    I'm fuzzy on the details, but Flash animation lends itself to a particular style. The Drawn Together series vs. the standalone movie is an interesting example of someone taking traditional animation and (for the movie) switching to Flash for the cost savings. They tried to keep the style the same and it was fairly similar but when you looked at the movements of the characters they carried the unmistakable hallmark of being Flash animation.

  78. Flexible viewport has caused problems by tepples · · Score: 1

    Compute the upscale factor such that the 1px:1 game unit viewport is within some bounds, ergo, a fleixble viewport size that's "close enough" to avoid letterboxing.

    "Flexible viewport" can reveal more or less of the map than intended. More provides the player with excess information that may distract or spoil; less denies the player information on which the map design relies. If your game is designed for a 320x224 pixel window, what scale factor do you use for a device with 480x320 pixels?

    Less has noticeably hurt playability in two games that I've played. There's one jump in the platform game Hello Kitty World that works well on the original console with its 256x240 pixels (240x208 safe area). But when it was ported to a handheld platform as Balloon Kid, that jump became a leap of faith because the player could not see the other side on the 160x144 pixel display. The same happened with Sonic the Hedgehog 2 (8-bit). It was released for two platforms that shared an architecture but different screen sizes: 256x192 pixels (240x192 safe area) for the console and 160x144 for the handheld. The first boss was much harder on the handheld because so much was out of view.

    1. Re:Flexible viewport has caused problems by shutdown+-p+now · · Score: 1

      So if you are designing a game for mobile platforms from the get go, you'd design it in such a way that revealing an extra bit of map is not an issue.

  79. Bloom by tepples · · Score: 1

    Oh, one more thing: do you remember the beautiful glow that some of these games gave off? Just a few months ago I had the opportunity to try Asteroids in the original. The bullets that you shoot are mesmerising.

    In other words, MOAR BLOOM.

  80. Re:I don't watch black & white movies anymore, by stealth_finger · · Score: 1

    The guy I quoted said that.

    --
    Wanna buy a shirt?
    https://www.redbubble.com/people/stealthfinger/shop?asc=u
  81. Game engine that emulates old console's video chip by tepples · · Score: 1

    Say someone created an engine that emulates the S-PPU and S-DSP chips in a Super NES. Then a game written in native or Java or C# or JavaScript code can output graphics and audio by sending display lists and waveform playback commands to those emulated chips. Would a game created with such an engine feel more authentic?

  82. Use an 8-channel sampler by tepples · · Score: 1

    It's not cheating to use an 8-channel sampler, so long as you stick to it and don't use more than a certain total waveform size in a single piece. That'd be Super NES-authentic.

  83. Re:What's worse is poorly displaying clean picture by tepples · · Score: 1

    How would you go about scaling, say, 256x208 to 1920x1080 without any sort of distortion?

  84. Re:I don't watch black & white movies anymore, by Anonymous Coward · · Score: 0

    I remember painting in watercolor in kindergarten, but I'm not so shortsighted as to dismiss it as childish. There are accomplished artists who paint in watercolor because they like the aesthetic.

  85. Re:Huh? by Anonymous Coward · · Score: 0

    3D doesn't mean 'suspended disbelief', he's saying a lot of 3D graphics out there are just plain shit because no particular talent is being used to define their style.

    And the same could be said of 2D graphics. Metal Slug wasn't beloved because its graphics were typical of the time (or even of today's pixel art.) For every King of Fighters, there were a hundred more Bubsies.

    You're probably having a hard time realizing that because this generation of gaming has provided a bunch of tools to make everything look bumpy.

    "This generation?" You're more than a decade late. Try to keep up.

  86. Re: Huh? by Anonymous Coward · · Score: 0

    I'm a Yemenite fisherman who drowns illegal immigrants off the coast of Italy for a living, you insensitive clod!

  87. Re:What I really miss: high quality sprite graphic by Anonymous Coward · · Score: 0

    A bit of both. Nothing stopping you from traditional animation in Flash, but there are much better tools for that. For cartoon fans, hearing a cartoon uses Flash causes groaning because it's a sacrifice of good animation for the sake of saving money; why animate all the frames of animation involved in an arm moving, when you can just translate, rotate, and tween between two keyframes? It looks incredibly cheesy and cheap, but the who cares? As long as kids are just barely interested enough to slog through commercials to watch it.

  88. Re:Old guy here - pixel art reminds me of bad game by Anonymous Coward · · Score: 0

    Pixel art has it's place.

    Pixelated sprites are iconographic representations of concepts. Or thoughts. Or feelings. Doing so properly takes a degree of skill and imagination.

    You can do the same thing with high res art but the potential for creating /bad/ and distracting high res art is much greater. Sometimes constraints do set you free.

    Remember when 3D was new? Flat shaded, zero-to-very-shitty textures. Awkward movement. Shitty animations. Blocky, low poly models. Most early 3D games were visually and aesthetically inferior to their 2D. They were bad, and the "new, better" tech outright killed some previously excellent game franchises.

    Pixel art works well in high concept games - Games that do one thing, or one new thing, and do it well. (IE stuff you will never, ever ,ever ,ever see from large studious) The art is there to clearly convey concepts and not to jerk off your video card.

  89. Fad no longer popular anymore by OrangeTide · · Score: 1

    Sound the alarms! Pop artists of one particular style are no longer being appreciated as much as they were 3 years ago. Will they now have to suffer in obscurity? change the style of art they practice? oh woe is me?

    --
    “Common sense is not so common.” — Voltaire
  90. Stern Pinball still does it by Anonymous Coward · · Score: 0

    Stern Pinball still does it I hope they don't copy the other guys and go full LCD (to high up and takes to much from the game)

    1. Re:Stern Pinball still does it by Anonymous Coward · · Score: 0

      What's a pinball, and is it available for iOS?

  91. Re:I don't watch black & white movies anymore, by Anonymous Coward · · Score: 0

    No, he didn't.

  92. Re:Old guy here - pixel art reminds me of bad game by Chelloveck · · Score: 1

    Pixel art holds zero nostalgia for me. Give me something that looks good, and plays great, and I will buy it. Pixelated graphics do NOT look good.

    Amen, brother! Pixel art was great when that's all that was possible. Compared to what's possible now it's just plain ugly. Oh, sure, there are a very few modern games that really benefit from the retro style. Good for them. Most, though, merely do it because good art is hard. Really good pixel art is hard, too, but barely passable pixel art is a lot easier than barely passable HD art. Nothing says "not enough budget to hire an artist, just have the programmer do it" like pixel art.

    Most "glorious 8-bit retro style" games would look a lot better with HD artwork. It doesn't have to be photo-realistic; stylized cartoony artwork is great in most cases. Let's just admit that the choice to use pixel art is almost always a budgetary decision, not one driven by the higher artistic vision.

    (Ghost Control, I'm looking at you! Put your game in the XCom: Enemy Unknown engine and it would rock!)

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.
  93. Bigger pixels. by MaWeiTao · · Score: 1

    A lot of people seem to be missing the point here. Pixel art is a visual style; just like cel shading, voxel graphics or realistic 3D common to most FPSs. That this particular aesthetic was borne out of technical limitations is irrelevant. All art styles had their foundation in something, some of those being technological advancements in ceramics, pigments or metallurgy.

    Of course, certain art styles are more popular than others. If you're looking at this from the perspective of a commercial enterprise it might make sense to favor another aesthetic over pixel art. That, however, does not mean pixel art isn't a legitimate style.

    I read the article and thought Blake Reynolds made some compelling arguments. However, I think he's also missing the point. I took a look at the game, Auro, that spawned this discussion and I wasn't really impressed. I don't think what we have here is a failing of pixel art but rather some poor aesthetic decisions.

    The style doesn't work with the type of game that it is. More critically, he went for a pseudo HD pixel style. As he himself states, he wasn't going for a retro look, although it does hark back to mid 90s sprite-based PC games. But this is a style suited to larger displays, not the mobile screens for which it's been built. At that size those graphics just end up looking slightly off. And while the individual graphics look great, crammed together in the game the whole thing feels just a bit off.

    Early in my design career I was taught one important rule: when you design something make sure it looks intentional. Go too subtle and you risk it looking like a mistake. That's what happened with Auro.

    He might have actually had a better response if he had gone with the larger pixels of so many other games out there. In any case, he deserves credit for trying to be different.

  94. Re:What I really miss: high quality sprite graphic by Anonymous Coward · · Score: 0

    Excellent post. I'll make some minor additions:

    Baldur's Gate, Baldur's Gate 2, Starcraft, Diablo 1, Diablo 2, Planescape Torment all had 3d rendered graphics as sprites.

  95. Re:I don't watch black & white movies anymore, by Anonymous Coward · · Score: 0

    I watch Gaslight at least once every two years. Ingrid Bergman is amazing. So was Defender. Nothing better than hitting Smart Bomb and making a ton of pixels.

  96. It's just too common at this point by Skarjak · · Score: 1

    So many games came out in past few years which fit this definition:"indie 2D platformer with pixelated (retro) graphics and a gimmick". I can't fault critics for docking points when developpers implement such an overused style. It's just been done so many times before, and probably better.

  97. Re:Old guy here - pixel art reminds me of bad game by TuringTest · · Score: 1

    > Pixelated graphics do NOT look good.

    Say what again?

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  98. Re:What's worse is poorly displaying clean picture by Anonymous Coward · · Score: 0

    However the player wants it to be displayed. That includes:

    * Pixel aspect ratio: square pixels (even if the system would never display them as such, like the Master System or SNES), or whatever arbitrary size they like.

    * Whether they want it to fill the screen to the edges, or beyond (to simulate common overscan on computers like the Amiga which could present pixels within the full PAL field where few TVs could actually show them), or whether they want to display with massive borders (say, if they wanted to use their LED monitor to mimic a Game Boy's 160x144 LCD pixels one to one in a 3-inch-or-so diagonal rectangle).

    * Inter/intrapixel post processing: to simulate common artifacts present during signal generation from the console (like dot crawl into s-video or composite) or on the screen (imperfect CRT blobby pixels blending together) or some other custom function that works within or without the conceptual world of the graphics to perform some other effect (Super eagle on the sprite layer only, sure why not?).

    * Interframe post process: some people have fond memories of GB ghosting. Let 'em have it if they want it.

    You really can please all the people all the time, if your software is capable of supplying the things they want.

    The moment you make a solid decision, you're disappointing the people who don't want what you want.

  99. Good defaults that Just Work by tepples · · Score: 1

    However the player wants it to be displayed.

    How does a player who lacks the time to specify how it shall be displayed want it to be displayed?

    square pixels (even if the system would never display them as such, like the Master System or SNES)

    Incidentally, the exact pixel aspect ratio for Master System, NES, Genesis H32 mode, and Super NES is 8:7. This can be calculated from their pixel clock rate (945/176 MHz), the nominal scanline width of Rec. 601 (704 cycles of a 13.5 MHz clock), and the 240-pixel height and 4:3 shape of the visible portion of an NTSC field. I've been collecting other platforms' pixel clock rates and PARs as well.

    You really can please all the people all the time, if your software is capable of supplying the things they want.

    For most people, a reasonable default is high on the list of "the things they want". Out-of-box experience is very important with the short-form games common on mobile. I imagine that most short-form reviewers of a mobile app will not want to touch every combination of settings. As Havoc Pennington pointed out, an "unbreak my application please" checkbox buried in a huge settings list is not acceptable. This means a game has to look good without explicit configuration. Some people will complain if there are massive borders by default to ensure lack of blur; others will complain if there is blur by default to ensure lack of massive borders. So given the problem of scaling art intended to be viewed at 256x208 with 8:7 pixel aspect ratio to multiple modern devices, what are the "good defaults that Just Work" as Havoc put it?

    1. Re:Good defaults that Just Work by Anonymous Coward · · Score: 0

      An irrelevant question: if there are options, whatever the default is doesn't matter to me. To hell with Havoc. If people complain about the game being 'broken', I assert that yes they in fact WILL want to see an "unbreak my application please" button. Players will talk amongst each other, and as long as the game options don't end up as comprehensive as about:config (not that I personally would mind) everybody will get exactly what they want.

      My mum has a digital TV box connected to an old 4:3 CRT and gets narky when she can't have the box blowing up the incoming widescreen signal so it turns into a horrible blurred pan-and-scan mess, rather than a letterboxed mess. But there's a button labelled ZOOM on the remote that solves her problem, so she doesn't have to buy a competitors box. Mission complete.

      As for what the game should look like by default, that's up to the developers.

      If they place their artistic pride above money, then it'll look however they want it to want, or as close as they can get it.

      If they place financial concerns above artistic control, then it'll look like whatever they find is the most attractive in screenshots, videos, or whatever other media they believe will sell their game (that is if they decide to show actual in-game footage(TM) instead of illustrations). And that depends on what kind of game it is, and how its presented.

      Let's assume they're doing a bit of market research: they'd be anticipating their audience (by definition). So they could model the player types they believe will play their game, and make 2/3 basic modes for those archetypes: 'I Wanna See Chunky Pixels' for group A / 'I Wanna See Flowing Shiny Stuff' for group B. It worked for the modern re-release of Monkey Island. I don't think anybody looked at the ability to switch between the two (at any time) and thought 'Oh no this is a terrible feature.'. They saw -value-.

      Options increase the audience, and wide varied options can even increase replay value. Imagine the converse: imagine a game that has a suite of graphical options. You'd have to be a dunce and a half to be the guy who takes out options.

      To a person who has little faith in their market and believes that options confuse poor folks' brains: have hierarchical options that increase in complexity the more you poke. Go with the Monkey Island this-or-that to start with. If folks don't like the two extremes, give 'em switches. Maybe I want voice acting, but old music and graphics. Or no voice acting, old music, but new graphics.

  100. Re:Old guy here - pixel art reminds me of bad game by K10W · · Score: 1

    Somebody who thinks a photograph is just a record doesn't understand photography at all.

    My photography is a record in one I can think, of the vision I had behind making the pic but certainly isn't one of reality. Even leaving post processing out of it to prove even capture stage is heavily influenced by the shooters view and not objective. Lighting with flash/strobes means the lighting is nowhere near record of reality. Add focal length distortions/exaggerations from wide angle depth "stretching" to compression in telephoto, various amount of bokeh, narrow dynamic range (regardless of 12-14bit raw capture it ends up in 6-8bit display formats from rendering on 8bit monitors to print)..... that is just the basics to start and you have something VERY different from both what the human eye sees.

    The reality of what is there is different again to the what the eye sees and what we see normally isn't even that but is our brains interpretation of the info which is different again depending on your processing model (such as top down visual) hence the arguments over that blue/black/white/gold dress which came down to top down processing of some peoples brains filling in blanks is you like incorrectly NOT whiteblalance as some articles suggested because they didn't take into account viewers of same screen at same time (identical lighting etc) saw it different but the scientific press tend to be rather uneducated.