(This is something of an unofficial continuation on one of my rants about clones)
On the subject of art design, it is worth noting that many video games today use similar lighting equations and texture blend formulas. We even share many similar techniques in how we choose to composite the final image that is rendered to the scene. Many technical guidelines are set in place by our slower but better looking older brother, pre-rendered CGI. Often our approaches lead us down the road of attempting to emulate a visual language that anyone can understand. We attempt emulate a Pixar film in real-time or perhaps something more hyper-realistic like the works of ILM or Weta Workshop. Either way, it does tend to normalize the products we see in all entertainment media.
With the advancements in graphics, like the use of shaders, we are able to separate from the heard. Choosing to break away from the standard equations and common art designs garners immediate attention and even praise by some gamers, despite the gameplay being yet unseen. These games I would categorize in the “fine art” department. Not to be taken literally, the fine art game is one that seeks to separate itself primarily through art direction.
A fine art game can be remembered as one of the greats, a cornerstone for the industry if the gameplay is solid but it is not entirely a requirement. Substandard gameplay may still result in a marginally successful title due to the wild variation in review scores that these types of games tend to receive. Many game critics would (and do) easily bump an average game up as much as a letter grade if the aesthetic speaks to them, even if the gameplay doesn’t. Of course once this new art direction has become a reality it requires the creators to either reinvent their aesthetic in the coming sequel or follow the rest of the crowd down the path of sinners.
Many developers are choosing to make internet pornography instead of fine art. This is not meant to be an insult, but it does happen to be the system that works on today’s consumers. This technique involves a quick succession of climaxes that keep the player interested long enough to enter the pay gate, even if it is something they’ve seen a hundred times before. Like bare skin and bad dialog, aesthetically, the content is no different than the next game on the list. What separates them is how they sell that content through a series of sizzle reel trailers, hyped advertisement, and spoiler gameplay demos. The most exciting material is always in the first half because most gamers will have “finished” before the game is over. They’re memories of that incomplete experience will be positive enough to buy the next iteration of content, and the cycle continues.
The fact is that pornography sells and so does fine art, but what doesn’t sell seems to be everything else. If you make a game that does not commit to one of these pillars expect less than stellar response from an increasingly impatience internet audience.
