Artwork!

Started by Dragon June 13th, 2014 4:44 AM
  • 474 views
  • 3 replies

Dragon

lover of milotics

Age 30
Male
Viridian City
Seen 5 Days Ago
Posted October 24th, 2022
11,170 posts
9.7 Years
I'm always a sucker for the artwork and graphics produced in video games. From simple, to visually appealing, graphics may be just one aspect of video gaming, but for me, I see hat it's pretty important, after all, graphics help us see what we're doing in video games, no?

In that regard, what sorts of video games did you enjoy the artwork the most from? How did it appeal to you while you were playing the video game(s)? How much do you value the artwork, or graphics upon video games?


"Let the fools who stand before me be destroyed by the power you and I possess...
DRAGON SLAVE!"
I too am a sucker for artwork in video games. To me it's one of the most important aspects of a game, though with fun gameplay I can excuse bad artwork. Especially stylized artwork like in Okami, The Legend of Zelda: The Wind Waker, and Team Fortress 2, all of which look really good and still hold up today. Though I have yet to personally play Okami yet... So I would probably go with Team Fortress 2. The art style gave it a lot more charm and personality then most other games, especially first person shooters.

But that's just my opinion.

Raine

Age 29
Female
Ontario, Canada
Seen December 16th, 2017
Posted October 5th, 2017
3,722 posts
9.3 Years
In-game graphics are one of the most important aspects that I look for when choosing games to play. The only thing that could substitute for that would be the story, and/or characters. One of the more recent releases that has beautiful artwork would be Child of Light. The use of water colour definitely complimented the playful style of the game. Generally though, I love the in-game graphics of Square Enix games, particularly Final Fantasy.
Seen September 18th, 2020
Posted February 18th, 2018
7,741 posts
16.6 Years
Lot of people like to spout 'gameplay over graphics' as though clear and consistent visual presentation isn't imperative to a good game. It doesn't have to look pretty, just make sense. I don't have a personal taste for its artstyle, but the graphics of TF2 make a very good example of what I mean. Each class has its own distinct and caricaturish model, with their clothing clearly coloured to match what team they're on. Map design is quite blocky and largely free of clutter and foliage, making the level boundaries and features easily discernable to a new player. These sorts of elements extend throughout the game's visual and audio design so the player can make clear and concise decisions during gameplay.

UIs are a major source of contention from me in recent games since many will automatically fade or outright hide supposedly inactive elements. I remember playing an FPS where I had to keep pressing the reload button to check my ammo count and that my weapon didn't actually need reloading. It reflects poor design that the button needed pressing; in case I might need to do something else, I don't want to be stuck in that reload animation if it does turn out that my magazine wasn't full; I want to check before I make any input.