This is why your name will never be remembered.The idea that suffering and scarcity is necessary for quality product is so Y2K. It is actually retarded.
Because the cost to innovate, aka take risk with developers' money and time, has risen so much from the past.
In the past where you make games over all with 2D art assets, the cost of making a game is low comparatively because everyone make the same kind of 2d art.
But now with most big studios utilize 3D assets, you cant just make do with 2D art any more, or gamers would not look at you.
So any professional developers gotta invest a big part of their time and money into making 3D assets. Which raise the cost
With that kind of money, noone dare risking with innovation, aka burning money for no gain.
Style over substance, nothing new at allNowaday people have high threshold for art quality.
Suffering purifies the soul.The idea that suffering and scarcity is necessary for quality product is so Y2K. It is actually retarded.
Who gives a fuck about tabletop? Go back to your weird friends nerd. CRPGs are for friendless autists.Let's keep it real, most of these posers making CRPGs today don't even play tabletop. So they have no roadmap for where to go or what the possibilities are.
You sounds highminded but if youhave to choose between a shit game with great artstyle and a great game with great artstyle which would you choose?Style over substance, nothing new at allNowaday people have high threshold for art quality.
People only play highly artsy games as shown by the success of Rimworld, Minecraft, Factorio, TFL,...Darkest Dungeon, from where I look, is pretty innovative, even if it replicate some ideas from far past. (Innovation compared to WHAT? and WHEN? is always the criteria).
But gamers only look at it, the few that they are, thanks to the pretty quality art asset. Something I bet cost a pretty penny and a lake of sweat to come out.
Underrail. Coming out in the early 2000s it would have been greeted as the next Fallout, not 2010s. But nowaday who would look at it. And not because of gameplay. It's the dank, dark and above all, cheap looking art assets that kill their interest. EVERY video review play it at 19201080 resolution when the ideal look would have been 640x480 or worse 800x600.
Time changes, gentlemen! Nowaday people have high threshold for art quality. Art is not everything, but without it noone would look at you. This is no longer the 90s, let alone 80s.
Innovation? Innovation is just a marketing buzzword to lure customers in. BUT let me tell you, gamers are not that hot for innovation. You can try for it if your "art" demand it, but dont be surprised if it's not enough to retain gamers.
People only play highly artsy games as shown by the success of Rimworld, Minecraft, Factorio, TFL,...Darkest Dungeon, from where I look, is pretty innovative, even if it replicate some ideas from far past. (Innovation compared to WHAT? and WHEN? is always the criteria).
But gamers only look at it, the few that they are, thanks to the pretty quality art asset. Something I bet cost a pretty penny and a lake of sweat to come out.
Underrail. Coming out in the early 2000s it would have been greeted as the next Fallout, not 2010s. But nowaday who would look at it. And not because of gameplay. It's the dank, dark and above all, cheap looking art assets that kill their interest. EVERY video review play it at 19201080 resolution when the ideal look would have been 640x480 or worse 800x600.
Time changes, gentlemen! Nowaday people have high threshold for art quality. Art is not everything, but without it noone would look at you. This is no longer the 90s, let alone 80s.
Innovation? Innovation is just a marketing buzzword to lure customers in. BUT let me tell you, gamers are not that hot for innovation. You can try for it if your "art" demand it, but dont be surprised if it's not enough to retain gamers.
Oh well. Maybe it is just good old old people saying that younger people have no taste and everything is shit because different ?
There isn't innovation like in the past because the genre, CRPGs, really isn't an active genre anymore. It was a active genre in the '90s and very early 2000s, so you had developers trying new things and iterating to bring people in. There was competition. But the CRPG kind of died with adventure games and the RTS in the early 2000s along with the PC market of the time. Now the genre may as well be a nostalgia act. The goal, by and large, isn't to iterating on what was happening and pushed things forward like it was before, now it seems to be to make something like that thing you remember from the late '90s.
Factorio got 2.5 millions sales, which I believe is more than say XCOM2 in PC. RimWorld I only find a mention that they passed the 1 million threshold but they are consistently in the “top 100 most played” on Steam since released - currently around 50.Of your examples, only Minecraft fit the bill as pre2010s game. The others are lukewarm received at best, and all are very niche games. AKA not commercial success.
People only play highly artsy games as shown by the success of Rimworld, Minecraft, Factorio, TFL,...Darkest Dungeon, from where I look, is pretty innovative, even if it replicate some ideas from far past. (Innovation compared to WHAT? and WHEN? is always the criteria).
But gamers only look at it, the few that they are, thanks to the pretty quality art asset. Something I bet cost a pretty penny and a lake of sweat to come out.
Underrail. Coming out in the early 2000s it would have been greeted as the next Fallout, not 2010s. But nowaday who would look at it. And not because of gameplay. It's the dank, dark and above all, cheap looking art assets that kill their interest. EVERY video review play it at 19201080 resolution when the ideal look would have been 640x480 or worse 800x600.
Time changes, gentlemen! Nowaday people have high threshold for art quality. Art is not everything, but without it noone would look at you. This is no longer the 90s, let alone 80s.
Innovation? Innovation is just a marketing buzzword to lure customers in. BUT let me tell you, gamers are not that hot for innovation. You can try for it if your "art" demand it, but dont be surprised if it's not enough to retain gamers.
Oh well. Maybe it is just good old old people saying that younger people have no taste and everything is shit because different ?
Of your examples, only Minecraft fit the bill as pre2010s game. The others are lukewarm received at best, and all are very niche games. AKA not commercial success.
Darkest Dungeon, from where I look, is pretty innovative, even if it replicate some ideas from far past. (Innovation compared to WHAT? and WHEN? is always the criteria).
But gamers only look at it, the few that they are, thanks to the pretty quality art asset. Something I bet cost a pretty penny and a lake of sweat to come out.
Underrail. Coming out in the early 2000s it would have been greeted as the next Fallout, not 2010s. But nowaday who would look at it. And not because of gameplay. It's the dank, dark and above all, cheap looking art assets that kill their interest. EVERY video review play it at 19201080 resolution when the ideal look would have been 640x480 or worse 800x600.
Time changes, gentlemen! Nowaday people have high threshold for art quality. Art is not everything, but without it noone would look at you. This is no longer the 90s, let alone 80s.
Innovation? Innovation is just a marketing buzzword to lure customers in. BUT let me tell you, gamers are not that hot for innovation. You can try for it if your "art" demand it, but dont be surprised if it's not enough to retain gamers.
Underrail would've had the same kind of reaction in the early 2000s. .
The core demographic of Roblox is 9 to 15, still today.Both Roblox and Minecraft has their initial release on 2000s, generally pre 2010s era of heightened art awareness. So they get their initial gamer base in early and out of the way, which help their blocky art a great deal.
Note they change their art from the initial blocky style into something else more modern, also help a great deal with newer gamer base.
Note also that Dwarf Fortress still keep their initial art and where does DF stand now in regarding new gamers' base?
Underrail would've had the same kind of reaction in the early 2000s. .
Wrong. In the 2000s people are not in the business of setting default rez for game at 19201080 for their 55inch LCD screen. 800600 at the very least, and generally 1024768. Which would have helped their game's overall art sense a great deal instead of the current mode.
You can just set Fallout1/2 at 19201080 and see what does that rez take your top 1/2 game regarding art sense.
That's not AAA numbers, but for indies, that's solid