2026-04-09
why so detailed?
Why so detailed, pixel worker?
while researching in pixel styles and old games, i realized something
regarding old and new adventure games: modern adventure games using 2d
environments seem to have huge trouble finding the right style. i have
seen vector style games that move like 2d muppet shows and just seem
unreal - unreal relative to the style itself. and then you have some
really cool 2d drawn animations, which seem pretty clumsy, because it
was too expensive to animate them into 60, 144 or more fps. they do not
seem to reach the cartoon optic earlier games from the 90s have, and i
have a faint suspicion why: there seems to be a certain threshold for
when 2d graphics become "too" real and it would have been better to make
it 3d or using more sophisticated techniques. we've become so accustomed
to technical innovation that we stopped asking "yeah, but SHOULD we do
it?".
i firmly believe that 640x480 is the perfect resolution that adventure
games in 2d should have. i love adventures like "Runaway" or the "Broken
Sword" series, but modern reminitions almost seem desperate
to convey the "old-school" look. instead, they should just use the
workflow from earlier days and adapt newer techniques where looks don't
matter. i see no problem in using tablets and modern photoshop tools to
draw the background and animate the figures, but it should actually be
done in a 640x480 and 20 - 30fps environment. even if you take modern,
really good looking adventure games like "Deponia", which look amazing
and awesome as a still, as soon as everything moves, you realize the
limitations in the animation. but you only realize them because
everything else looks so awesome. the only solution would have been
to draw everything even more realisticly and make thousands of specialized
animations, where at this point, developers probably would wonder if it
would be easier just making everything in 3d.
my take on this is, if you want to have an "old-school" game, do it in
the "old-school" way. you have the advantage of modern operating systems
and fast network connections - use them in the workflow, but restrict
your art: scanned artwork, 256 colors, low resolution, limited framerate.
give yourself the experience you want your players feel - then you'll
probably see that the game will connect you with the player through
your game.
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