• ajoebyanyothername@lemmy.world
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    29 days ago

    As Yahtzee has suggested, people aren’t nostalgic for old games, but for how they felt playing old games. Much harder to capture that, and beautiful pixel art alone isn’t enough.

    • TankovayaDiviziya@lemmy.world
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      29 days ago

      Because as a child, everything is novel and new for you so you get that sense of high and awe seeing something new. But now as adults, recreating that feeling is almost impossible because you have already experienced it before.

  • _____@lemm.ee
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    29 days ago

    no indie rpg will ever make me feel like playing Golden Sun as a kid did

  • Flax@feddit.uk
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    30 days ago

    There’s many factors, honestly. For example, a lot of pixelated games have animations that break the “pixel barrier”, eg, a character moves smoothly over half pixels. Another thing is pixel scales being completely different. Sometimes a character or an icon has larger pixels than those on a map. Another factor is simply a variety of textures and colours- older games had limited colours for most objects, counting the underlying map as an object in itself. Not every colour could be used, and sometimes, a lot games weren’t actually on the same saturation as people remember.

    Music will be another factor.

    A reason to use pixelated graphics isn’t necessarily for nostalgia, it’s that it’s simply easier to make the game look good and consistent. Which is excellent for an indie game. 3d graphics could be more costly and higher res graphics are harder to look better due to the added detail. With pixels, your brain kinda just fills it in and it doesn’t go to the uncanny valley.

    I think good examples are the likes of windwaker and thomas was alone. Both had simplistic art styles which wasn’t pushing the console to the limits, and both are beautiful games.

    I remember when I had to make a game for an assignment. Other classmates were trying to go for realism humans and such, mixing and matching downloaded graphics and textures. It looked how you’d expect. The most detailed texture I used was a skybox, then made my own textures and models which were simply flat colours and neon green cones for trees and big boxes with ramps for hills. I then played around with the emissive properties until the lighting looked nice. I got good marks, the graphics were cited as a reason.

    I digress,

    I think here the pixel art is too good, back in the day they wouldn’t have been making something so complex.

    • grue@lemmy.world
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      29 days ago

      Another thing is pixel scales being completely different. Sometimes a character or an icon has larger pixels than those on a map.

      Stardew Valley for the most part does pixel art right, but it’s always jarring to see the player character’s weird skinny fishing line. It’s worst when it’s juxtaposed with other characters whose lines are drawn correctly:

      • Flax@feddit.uk
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        29 days ago

        That massive fish is also a bit jarring. Usually SDValley kinda works though because of the tiling. Wasn’t that game also almost entirely made by one dude?

        • grue@lemmy.world
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          29 days ago

          I think that fish (and the trout tag on the left side of the screen) may just have been screenshotted mid-catch. In the game, when you catch a fish you fling it through the air in an arc and then it lands in your hands:

          That catch animation doesn’t show it, (maybe it’s from an earlier version of the game?), but I’m pretty sure the current version scales the sprite bigger and then smaller as it travels through its arc as sort of a 3D special effect.

  • astrsk@fedia.io
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    30 days ago

    This is why shovel knight looks and feels like the old classics it’s imitating. They artificially limited themselves to color pallets and some technical limits that old systems had. I think they ended up using 18 colors instead of 16, and double the sprites on screen, among some of them. Indie games usually just go with what looks good and use modern limits because they can. Most the time it’s not a choice, they just do what works and that’s ok too.

    • moakley@lemmy.world
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      29 days ago

      I love limited pallettes. I love how in the original Legend of Zelda, Link changes colors a little every time the pallette swaps. I think getting creative with limited colors looks so much cooler than just having every color possible.

      Restrictions breed creativity.

  • Evotech@lemmy.world
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    29 days ago

    Anon is old, anon can see through the matrix.

    When you were young you didn’t see the game, you just experienced the world.

  • VitoRobles@lemmy.today
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    29 days ago

    That’s why I love UFO 50.

    It really went hard at capturing what I love about classic games. The Desert Western RPG was so good, even with all of its grind.

  • ZombiFrancis@sh.itjust.works
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    29 days ago

    We know what is possible today. When these old games were new they were quite frankly cutting edge and pioneering what was possible.

    You don’t achieve that today even with the most dedicated adherence to retro limitations.

    • Prunebutt@slrpnk.net
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      29 days ago

      One could argue that the dynamic shadows of the day and night cycle in Sea of Stars were actually kind of breaking new ground in pixel art.

    • PhilipTheBucket@ponder.cat
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      29 days ago

      The era of NES was wild. I don’t think it is purely kid’s-experience nostalgia although that is certainly a factor. A lot of the language of gaming and the genres that are still in existence in some form today were being created for the first time, mostly from thin air. Wolf3d and Doom were probably the last time that a new “language” for gaming was created in that same way, directly in the mainstream of gaming and outside of niche / experimental games.

      Also, the scope was incredible. For no reason. I along with a lot of other people had the experience of playing one level or one screen of an NES game and assuming at first that it was the whole game. No, that is 2% of the game. Why did they make so much game? For no reason? With no particular competition that would cause them to need to invest all the resources into creating this luxuriously massive experience? It can only be love.

      • Aux@feddit.uk
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        29 days ago

        Nah, Wolfenstein and Doom were not the last. GTA and TES brought us open world games later on. Max Payne brought us cinema-like adventures. Hellblade: Senua’s Sacrifice is just a complete mind fuck never seen before. And you’re forgetting VR, VR is full of unprecedented experiences, from physical action in Beat Saber to immersive story in HL: Alyx to time manipulating Superhot VR. And my personal favourite - No Man’s Sky, it’s just a very unusual game.

        • PhilipTheBucket@ponder.cat
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          29 days ago

          I’m not talking about just creating something that hadn’t been seen before. That’s always going to be happening. I’m talking about creating a genre from scratch that didn’t exist at all before.

          HL: Alyx does some great stuff but it doesn’t have buttons that do basic concepts that buttons hadn’t done before, in the same way that run/jump/shoot was invented as functions for the A and B buttons in Super Mario, or the inventory screen was invented for Zelda 1. I’m not intending to be critical of the idea of building on new stuff and inventing new paradigms to go on top of it. I’m just saying that the initial creation is a special type of time.

          I would actually describe the structure of VR games as a feature that has prevented them from seeing widespread adoption in the same way that the early game consoles got near-universal adoption: They don’t invent a new language. They just try to retrofit the existing languages of first-person video games into their new environment. Maybe there is no new paradigm that’s suitable for VR in a way that would make it groundbreaking and make possible some things that are totally different from “sticking the player in first person into a first person game instead of showing stuff on screen.” Maybe there is and it just hasn’t been invented yet. I don’t know. But it seems like they’re not adding all that much beyond just immersing you in the game world. They’re still looking for that change that happened before from Adventure to Zelda or from Pitfall to Mario.

  • xep@fedia.io
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    30 days ago

    It’s not just the pixel art but the rest of the game as well.

  • iAvicenna@lemmy.world
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    29 days ago

    yea funny enough I got that high when recently playing Planescape torment but not Baldurs Gate I, dont know why. Still a good game though.

    • CheeseNoodle@lemmy.world
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      29 days ago

      Baldurs gate is good but it really shows how much they were trying to capitalise on 5e actually gaining mainstream attention (not that I blame em, folks gotta eat) Divinity Original Sin 2 is a previous title by the same company and IMO feels a lot better to play both mechanically and in terms of actually having a unique feeling universe.

      • Jyek@sh.itjust.works
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        29 days ago

        OP is talking about the first Baldur’s Gate game. Not Baldur’s Gate 3 which you are talking about. Also Baldur’s Gate 3 was in production in 2017. While it may have been in response to Stranger Things season 1 coming out, I honestly doubt it was that. BG3 is a huge labor of love and that dev team was much more intent on making a good game than cashing in on popularity of any particular ttrpg system. There are no dlc or micro transactions and marketing was sparse. I pretty much only heard about it through word of mouth. If the goal was to capitalize, they failed that. You don’t capitalize by making a game that people can buy once and have nearly limitless experiences in without spending a dime more.

  • Lka1988@sh.itjust.works
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    30 days ago

    Because these characters aren’t built the same as old games. That was part of the magic of older games, using as few resources as possible but cleverly cutting the spirit into easily manipulated bit maps that can be flipped and rotated as necessary to animate the character.

    These are overly detailed and missing the CRT effect.

    • SGforce@lemmy.ca
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      30 days ago

      Can’t believe that guy left out this:

      image showing different pixel layouts

      The pixels and shading on them were designed to look better with a different display pixel layout

      • Delphia@lemmy.world
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        30 days ago

        Ive found that a cheap 1080p projector onto an unprepped painted white wall does a great job of making old crt stuff look correct.