Moderator: JC Denton
by icycalm » 27 Jan 2009 19:53
by Recap » 27 Jan 2009 20:18
by icycalm » 27 Jan 2009 21:44
RemyC wrote:What balances the scale of, "Good style, Bad Style"?
When we speak of taste—an expression not chosen with any regard for it—we mean the discovery, or, it may be only the recognition, of what is right aesthetically, apart from the guidance of any rule; and this, either because no rule has as yet been extended to the matter in question, or else because, if existing, it is unknown to the artist, or the critic, as the case may be. Instead of taste, we might use the expression aesthetic sense, if this were not tautological.
Most people think of sensibility or taste as the realm of purely subjective preferences... But this attitude is naïve. And even worse. To patronize the faculty of taste is to patronize oneself. For taste governs every free -- as opposed to rote -- human response. Nothing is more decisive. There is taste in people, visual taste, taste in emotion - and there is taste in acts, taste in morality. Intelligence, as well, is really a kind of taste: taste in ideas.
by mees » 27 Jan 2009 22:46
by BlackerOmegalon » 28 Jan 2009 11:56
by icycalm » 06 Feb 2009 05:42
by JoshF » 08 Feb 2009 08:02
by Warden » 09 Feb 2009 10:57
by BlackerOmegalon » 14 Feb 2009 20:29
by Worm » 19 Feb 2009 18:30
by MjFrancis » 21 Feb 2009 16:52
icycalm wrote:I'll try to summarize the issues I have with Western game artists:
1. They are far less capable than the Japanese in producing aesthetically pleasing work
2. They are far less competent than the Japanese in stylization
icycalm wrote:3. Even when their work is aesthetically pleasant in some respects, the effect is often muted either by single ugly elements, or by incoherence which is due to the artists' lack of sufficient attention to detail
by Recap » 21 Feb 2009 17:51
MjFrancis wrote:Certainly, Western developer's attempts at stylization are infrequent. They prove incompetent in stylization because they attempt photorealism.
by icycalm » 21 Feb 2009 17:59
MjFrancis wrote:What games did you have in mind?
by MjFrancis » 21 Feb 2009 18:38
icycalm wrote:Hey look, I can't draw for shit, so here, have a digitized photograph instead.
by icycalm » 01 Mar 2009 20:22
Jean Baudrillard wrote:The photographic image is the purest because it simulates neither time nor movement and confines itself to the most rigorous unreality. All the other forms (cinema, video, computer-generated images) are merely attenuated forms of the pure image and its rupture with the real.
The intensity of the image is equal to its denial of the real, to the invention of another scene. To turn an object into an image is to strip it of all its dimensions one by one: weight, relief, aroma, depth, time, continuity and, of course, meaning. It is by dint of this disembodiment that the image assumes this power of fascination, that it becomes a medium of pure objectality, that it becomes transparent to a form of more subtle seduction.
To add back all these dimensions one by one -- movement, ideas, meaning, desire -- to multi-mediatize the image so as to make things more real, that is to say, better simulated, is a total misconception. And technology itself is caught in its own trap here.
To conceive an image in the pure state, we have come back to a radically self-evident fact: it is a two-dimensional universe that has its entire perfection in itself and is in no way inferior to the three-dimensional universe of the real and representation or, in some way, the uncompleted phase of that universe.
It is a parallel universe, a depthless other scene, and it is this one dimension fewer that constitutes its specific charm, its genius.
Everything that adds a third dimension to the image, whether it be the dimension of relief, of time and history, of sound and movement, or of ideas and signification; everything that is added to the image, the better to approximate to the real and to representation, is a violence that destroys it as parallel universe.
Each supplementary dimension cancels out the preceding ones. The third dimension cancels out the second. As for the fourth dimension, that of the Virtual and the digital, and of Integral Reality, it cancels out all the others -- it is a dimensionless hyperspace. It is the hyperspace of our screens where, strictly speaking, the image no longer exists (but the universe of the real and representation no longer exist either).
We must, then, strip away, always strip away, to get back to the image in the pure state. Stripping away brings out the essential point: namely, that the image is more important than what it speaks of, just as language is more important than what it signifies.
by icycalm » 03 Mar 2009 17:39
DJ wrote:Like I agree that SFIIHD has some holy-god-what-the-fuck spritework (Hi, Chun-Li) and that it's wildly inconsistent with itself. SF4 does not strike me as having anywhere near the same problem?
by lock » 04 Mar 2009 00:18
by Recap » 04 Mar 2009 01:40
Recap wrote:In the end, it's a matter of respect, dedication and professionalism combined with a culture where aesthetics is extremely important.
icycalm wrote:DJ wrote:Like I agree that SFIIHD has some holy-god-what-the-fuck spritework (Hi, Chun-Li) and that it's wildly inconsistent with itself. SF4 does not strike me as having anywhere near the same problem?
http://forums.insertcredit.com/viewtopi ... 444#288444
Because SFIV is made in Japan, where people pay attention to detail, which is why the consistency.
by BlackerOmegalon » 04 Mar 2009 18:29
by Recap » 04 Mar 2009 21:54
by zinger » 04 Mar 2009 23:14
by Recap » 05 Mar 2009 00:07
zinger wrote:lol @ character design, shamelessly uninspired.
Forground and background don't mix very well
and the tile work is only slightly better than some of the better looking flash games at Newgrounds.
that game looks freaking drab!
by Recap » 05 Mar 2009 12:23