Jaesun
Fabulous Ex-Moderator
Could you just go start your own OMG I AM AN ART FAG! OMG I AM MASTURBATING TO ART! IT IS HEVAN! ART GHGGAHAGAGHGGGL! thread and we can get back on topic.
Thanks.
Thanks.
jiujitsu said:Crispy said:What's weird is how good we thought all those games looked back then.
X-Com: Wow! Great graphics! WHOA LOOK OUT, ALIEN!
Gold Box: Man, I just love looking at my little characters with their cool little weapons! Awww..
Duke Nukem 3D: Boobies!!
It was the same thing with low-def T.V. Or those big-assed cell phones. Same thing with cars, and hair styles and clothes and the way everyone loved huge, hairy bush back then...
*sigh*
I don't mind if a woman has some vintage bush.
Surf Solar said:sea said:Where I'm less forgiving is in interface and controls. The fact is that I honestly have a lot of problems playing older games not because of the fact that they look bad (they're more than functional in this regard), but because they're just so archaic to actually play. Poorly-designed menus, laggy and imprecise controls, etc. are all timeless, and they will hurt a game far more now that interface standards have improved so much.
Examples?
sgc_meltdown said:SCO said:And fuck you pagan was immersive
hahahaha cry more grandpa perhaps if cathode ray tube technology still impresses you with all the newfangled electricity thing they invented
WHOOP ULTIMA MATTEL EDITION AGES TWO TO TWELVE
In constrast here is the improved detail of modern high resolution graphics that only an experienced adult rpg gamer with an eye for quality can fully appreciate.
PorkaMorka said:I don't really "get" good graphics.
1993
2000
2006 (admittedly, different sub species of beholder)
In pixelart or relatively low resolution sprite/prerendered graphics like the infinity engine games due to a fixed camera angle every single pixel displayed on screen that you see has been presented as the artist envisioned, short of obvious external factor shit like monitor quality and you wearing sunglasses at home or something.
Then in games like NWN or Dragon Age you get enemies looking like this due to how tile graphics are for fags now and john carmack hasn't figured out how to make high poly 3D models scale down well and look good and distinct:
Note in all preview in-combat publicity shots not only is the angle untenable for normal non retard gameplay but zoomed in as well to avoid this kind of indistinct muddiness that you get with the zoomed out viewpoint a normal person would play with. I say this from not having played DA:O with bloom on. With realistic next generation depth of field blurring what level of detail left is effectively postprocessed away into gritty and mature mashed potatoes telling you a story.
Bonus RTS comparison
Red Alert 2 - 2000
Red Alert 3 - 2008
On the other hand, architecture usually does quite well if the base models are good. Economic management games
have generally gotten prettier over the years.
Falkner said:I am so glad you quoted the whole post for that.
Sorry, missed that as I only checked the more recent pages.Jaesun said:Still waiting for your answer on this sea.
Just FYI.
thursdayschild said:sgc_meltdown said:SCO said:And fuck you pagan was immersive
hahahaha cry more grandpa perhaps if cathode ray tube technology still impresses you with all the newfangled electricity thing they invented
WHOOP ULTIMA MATTEL EDITION AGES TWO TO TWELVE
In constrast here is the improved detail of modern high resolution graphics that only an experienced adult rpg gamer with an eye for quality can fully appreciate.
PorkaMorka said:I don't really "get" good graphics.
1993
2000
2006 (admittedly, different sub species of beholder)
In pixelart or relatively low resolution sprite/prerendered graphics like the infinity engine games due to a fixed camera angle every single pixel displayed on screen that you see has been presented as the artist envisioned, short of obvious external factor shit like monitor quality and you wearing sunglasses at home or something.
Then in games like NWN or Dragon Age you get enemies looking like this due to how tile graphics are for fags now and john carmack hasn't figured out how to make high poly 3D models scale down well and look good and distinct:
Note in all preview in-combat publicity shots not only is the angle untenable for normal non retard gameplay but zoomed in as well to avoid this kind of indistinct muddiness that you get with the zoomed out viewpoint a normal person would play with. I say this from not having played DA:O with bloom on. With realistic next generation depth of field blurring what level of detail left is effectively postprocessed away into gritty and mature mashed potatoes telling you a story.
Bonus RTS comparison
Red Alert 2 - 2000
Red Alert 3 - 2008
On the other hand, architecture usually does quite well if the base models are good. Economic management games
have generally gotten prettier over the years.
It's not a technical failing, their artists juck suck donkey balls.
Amen to that. I can handle any game with dated graphics, but ascii....wow... all I can say is some people are dedicated (or still live in their parents basement)ChristofferC said:I can't play ascii games. I just can't. Other than that I'm not that picky.
*pubic hair on girls discussion*
Awor Szurkrarz said:You have successfully added Junmarko to your ignore list.
Return to the post
sea said:Sorry, missed that as I only checked the more recent pages.Jaesun said:Still waiting for your answer on this sea.
Just FYI.
It's really not so much specific games that have crippling issues as it is some of the wider design trends in older titles that are a bit off-putting for me. Ultima Underworld, Pool of Radiance and similar dungeon crawlers that spend so much screen space on interface and not so much on the actual game, Betrayal at Krondor and its "click the arrows to move" (inherited from a lot of other older dungeon crawlers), interfaces that try to cram too much information into single screens when there's clearly not enough resolution to display the content in a way that's easy to read (Civilization, if we're permitting non-RPGs), conversely UIs that don't make very economical use of screen space (arguably Betrayal at Krondor, some of the Ultimas and Gold Box titles, Arena and Daggerfall, especially as far as things like oversized icons and buttons go), most pre-mouse titles that at the same time don't have hotkeys around, lack of sorting options for inventory as seen in many, many RPGs and didn't even really become standard until into the 2000s (Fallout's list inventories being particularly painful to navigate, lack of a "take all" button while looting), fonts that are difficult to read due to using all caps/poor choices for low-resolution screens (Pool of Radiance I always felt was hurt by this), etc.
My point isn't so much that those titles are unplayable as a result, but rather that next to modern titles, developers had yet to hammer out the same understanding of context, i.e. character sheets and stats didn't need to be on-screen 100% of the time. I don't think it was really until Diablo, Infinity Engine titles, etc. that interface standards started to be hammered out in a way that made sense in a PC game, with respect to hotkeys, more logical organisation of game functions, less wasted space, that sort of thing. This also went hand in hand with hardware, where graphical representations started to become more than just vague abstractions, and the rise of the mouse meant that now you could effectively "multitask" in the game without needing separate windows, sets of controls etc. for functions that could otherwise be displayed simultaneously. To clarify, I think there is legitimacy to the argument that graphics in Gold Box titles don't matter much because those games were about mechanics, not atmosphere, visuals, real-time action etc., and therefore the interface didn't need to display more than it did... but I also think it's generally a matter of fact that things have improved since then, and lessons learned in later game development could have produced more fluid UI navigation overall.
I should also once again clarify that, growing up not playing any RPGs or strategy games made before about 1995, my frame of reference is different; anything earlier goes past my comfort zone and generally. Obviously if that's how you started out playing RPGs, older UI standards are likely second nature to you. There's always going to be that layer of subjectivity around UI design, not to mention it always varies from game to game, especially when you get games like the aforementioned Gold Box titles where the interface is in some senses more tied into the gameplay than more modern games.
Tel Velothi said:*pubic hair on girls discussion*
>>thread about graphic whoring
>>discusion about pubic hair
>>yup, I'm on codex