Shit you hate about video games
I thought of another shit I hate about video games
When you can only have one save file even though it's 2017 and you can store the entire works of Shakespeare in a sperm molecule
When you can only have one save file even though it's 2017 and you can store the entire works of Shakespeare in a sperm molecule
What about when games try to have a "retro" style but actually the artists just didn't know how to draw
Sprites looked like shit in the 80s because you had to draw them on graph paper and then program the positioning of the pixels, if you can't do anything better on a modern computer then fuck you hire a graphic artist
Sprites looked like shit in the 80s because you had to draw them on graph paper and then program the positioning of the pixels, if you can't do anything better on a modern computer then fuck you hire a graphic artist
(Mar 9, 2017 at 5:11 AM)Spritanium Wrote: I thought of another shit I hate about video gamesfuck I hate this too
When you can only have one save file even though it's 2017 and you can store the entire works of Shakespeare in a sperm molecule
The ONLY reason certain games (fucking pokemon) actually do this anymore is to get people to buy other copies of the game, and it's so fucking transparent too
(Mar 9, 2017 at 3:58 AM)Fun With Despair Wrote:(Mar 9, 2017 at 2:54 AM)Pedigree Wrote: You know what else I hate about video games? The elitist nerds who play them and their opinions.dude, that kind of self-deprecation is never okay, you should see a therapist
Joke's on you, my therapist and I are already at third base.
My problem is that it just looks bad to me
People know how to use mspaint but they don't know how to use inkscape, so they give their game a "retro style" which actually just means "comically low resolution sprites blown up to 1080p"
If developers had 1920x1080 pixels to work with in the 80s, video games would never have looked like they did. The point wasn't that blocky sprites look cool, it was that the resolution was tiny enough so that the blocky edges would blur and look sort of like smooth edges. We don't have to do this anymore
And I get the "retro" appeal, it makes games like Undertale and Crypt of the Necrodancer have a certain charm to them, but sooo many indie games have pixel graphics just because they're easier to make. Also, like I mentioned in the previous paragraph, the modern day "retro" look isn't how video games actually looked to a person playing them on a 30-year-old TV. If they looked like that, kids would've been all "what the fuck are these blocky edges"
People know how to use mspaint but they don't know how to use inkscape, so they give their game a "retro style" which actually just means "comically low resolution sprites blown up to 1080p"
If developers had 1920x1080 pixels to work with in the 80s, video games would never have looked like they did. The point wasn't that blocky sprites look cool, it was that the resolution was tiny enough so that the blocky edges would blur and look sort of like smooth edges. We don't have to do this anymore
And I get the "retro" appeal, it makes games like Undertale and Crypt of the Necrodancer have a certain charm to them, but sooo many indie games have pixel graphics just because they're easier to make. Also, like I mentioned in the previous paragraph, the modern day "retro" look isn't how video games actually looked to a person playing them on a 30-year-old TV. If they looked like that, kids would've been all "what the fuck are these blocky edges"
I do understand the appeal of pixel art, mosaics have been around since at least the bronze age and pixel art is just an evolution of that. It can be fun to impose limits on yourself when making art, in fact most of the time working around inhibitions leads to a more creative and focused final product
That's why I'm bothered by games that use pixel art but scale and stretch it as if it wasn't pixel art. Rotating/scaling sprites just doesn't work; it was groundbreaking in Yoshi's Island I guess but it just looks gross. If someone needs rotation/scaling in their game then they shouldn't use pixel art in the first place
That's why I'm bothered by games that use pixel art but scale and stretch it as if it wasn't pixel art. Rotating/scaling sprites just doesn't work; it was groundbreaking in Yoshi's Island I guess but it just looks gross. If someone needs rotation/scaling in their game then they shouldn't use pixel art in the first place
Another shit I hate about video games: tutorials
If your game was designed properly the controls and general concepts could be learned intuitively
If your game was designed properly the controls and general concepts could be learned intuitively
(Mar 10, 2017 at 11:10 AM)🦌Yrr🦌 Wrote: tutorials are fine they just shouldnt be noticeable
i should learn the mechanics because the devs carefully introduced each one in an environment where i didnt realise i was learning
Yeah this is exactly what I meant, mechanics should be progressively introduced and intuitively understood before moving on to the next one
As opposed to "here's every possible thing you can do in this game, are you ready to start now??"
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