David Gaider wrote...
There's always going to be a few people that complain, but judging from the overall response (and filtering out the ones that post on the subject over and over again) I'd say the response to Isabela has been quite positive.
If i may suggest something... could you check the threads discussing individual characters revealed so far, but instead of the yay/nay tally focus on whether there's certain specific features of these characters that get mentioned more often than others?
I'd guesstimate that you're bound to notice a common theme, and that's people pointing out these characters quite universally display exaggerated chins/jaws (which is a side effect of their noses being disproportionally small, and as result the lips being placed too high up, leaving too large area underneath)
Now, you'd likely point out that it's not something universally disliked, and quite a few people just opt to rib the characters for that feature in good-natured manner, some others also happen to like it. However, my question is this -- have you actually
designed all these characters with this exact reaction in mind? In other words, was it intended to draw the players' attention to this particular detail?
Now, whether that's actually intended, a followup question arises -- do you consider it a positive that such generally minor and unimportant feature can apparently --due to being an oddity-- draw disproportionate amount of attention from the viewers? I mean, wouldn't you rather that attention to be given to the rest of your work which actually deserves it, and that is the world and character designs on the whole? As such, wouldn't the game be actually better off if these rough edges were polished to remove or at least reduce the uncanny valley reaction from people who get to see your work for the first time?
Personally, I think she looks great
With all due respect, have you considered that your opinion can be at this point skewed by prolonged exposure to these designs? You're a writer so i'm sure you're intimately familiar with this effect -- after spending long hours working with something, we grow to tune out details which are somewhat off, to the point where we no longer notice them. But for a fresh viewer these details stand out so much, it can leave them with mouth agape and scratching their head asking "how could anyone not see it? It's so obvious".
I guess we could go for the blandly attractive cover girl as the ideal, sure, but we'd rather not-- and that wouldn't stop the nit-picking anyhow, so why bother?
That is a curious argument, considering pretty much all of your game
is otherwise built in way to make it attractive to as large group of potential customers if possible. You could just as well go for psychedelic textures, poorly optimized game engine, off-key music and VA performance that'd grate on the ears, since someone is going to nitpick these things anyhow so why bother indeed? And yet you do, don't you? So why an exception here?
Note, i think this argument of yours is also posed in loaded manner -- why does it have to be "blandly attractive" cover girl as the ideal, as opposed to it being characters (of both genders) who are simply proportional enough not to trigger the sense something is off about them in the viewer? Do you think characters can't be
just "attractive" if they look like a normal human being, without unnaturaly exaggerated features?
Modifié par tmp7704, 27 octobre 2010 - 01:52 .