tmp7704 wrote...
I'd say it's a generic "cute female" stance like in million of korean MMOs, free-to-play ones and otherwise.
I don't play korean MMO's or seek out screenies of them, but if you say so.
Isn't that ultimately a fool's errand, though and marketing pet theory, about as logical as "every game must have multiplayer nowadays"?
Having a unique style is probably calculated into marketing at some point. Then again, what isn't?
The benefit of style is to impress the player. It's a chance for the developers to strut their stuff and make the world feel effervescent. If you have a 15 second shot to make the player go, "Holy %$#!... that looks great," then you're not going to win with things like, "classical RPG inventory and stat-based gameplay!" You're not even going to get anywhere with "in-depth, impactful stories" if you're BioWare - it's a given.
However, if you can show an achingly-beatiful vista or dungeon, a few seconds of dynamic action, and then add that to the "fantastic story" - you suddenly have the attention of gamers. BioWare needs new customers if they want to survive, and gamers are very visual people. If all we wanted were stories, we'd be reading books. If all we wanted were stat-based games with stories, we'd be playing D&D.
We want to see
our character in the
world itself, taking part in the story. With a bland style and bland visuals, it makes our character also seem more bland. Heck, in DA:O there were only - what - 2 decent looking robes and 1 decent hat? It's more difficult to believe your character can take on a dragon when they're wearing a head-condom is all I'm saying.
As based on these other "unique style" screenshots you've posted i have to conclude that the only way of knowing what these screenshots are from is, being closely familiar with the games in question.
I would disagree. I think you'd only have to have a very casual relationship with WoW or ME2 to pick them out. Heck, while I was browsing for more pictures I stumbled upon one that was for LotRO which was so
obviously Tolkienesque I guess that it was a LotR game before I looked at the website.
That's style, when I have no idea what game it is, just that it's a LotR game.
FO3 may be more ambiguous, but that's because the setting is also done more often than some of the others. Post-apocalyptic wastelands are almost as common as generic fantasy in the gaming world. The more profuse the setting, the more unique the style must accompany any game in that setting in order to stand out.
But when you're as closely familiar with the DAO as with these other games, then there's no problem in telling the screenshot is from it, either. In the end the exact stylistics used by the game don't really matter very much in being actually recognizable; that has more to do with how popular your game is and even more with how many other games exist that deal with the same subject.
If you had only seen the commercials for DA:O, could you honestly tell the screenshots of DA:O from above from the commercial alone? Maybe. I would guess 'No,' though.
You could easily guess WoW or ME2.
In the end, you're right. People
intimately familiar with the setting will be able to tell it apart. However, it matters very much in how recognizable your game is, and the ability of people to recognize your game directly correlates with popularity.
If I don't know what I'm looking at unless I've already bought it, there isn't any reason for me to buy it off of the visual presentation alone.
It doesn't really matter if your elves look like realistic proportioned humans or anime proportioned humans -- there's tons of other games out there which use either approach and about any mix in-between.
Sure. However, guess what I see every day? Humans. Elves that look like humans will look like humans, not elves. The different stylized version of elves will draw different crowds, but at least they're easily and notably different, and humans thrive on diversity.
Coming up with unique style is about as likely as coming up with unique plot, when there's seven or so of them total. And even if by some miracle you manage to invent one, you'll have dozen copycats in a year or so, successfully pulling you back in the blob of "unrecognizable without scrutiny".
I didn't say it was easy. It is possible, though. Does BioWare have it in them? Maybe. I almost want to say 'No', but I've been pleasantly surprised before.
Furthermore there's something else, something that was funnily enough posted by BioWare devs themselves when they were defending their decision to drastically alter some of their designs in DA2. It's examples how Batman drawn by different artists using very different styles still remains recognizable as Batman. And they're quite right about it. But it demonstrates very well one thing -- that whether your characters have eyes like normal humans or twice that size, and what exact proportions you use, and what sort of shading... it doesn't really define the actual "style" of the franchise, nor impacts much how recognizable it is. And that again brings us to the question, if trying to get a "style" by tweaking these things isn't ultimately pointless.
Actually, I'm glad you brought this up. I agree completely.
It delineates the difference between basic character design and
style. As long as the character design is similar, the character will be recognizable. Batman is Batman because of the suit, the Bat-symbol, the cape, the pointed ears, and the mask.
However, the Batman franchise has gone through many different styles. The 1950's Adam West Batman was a camp-fest, complete with Bat-Shark-Repellant. It was frivalous and geared towards a younger audience with brighter colors and very cartoonish villains.
The Burton Batman was geared exclusively for adults. Darker color pallette, darker setting, gone were the cartoonish villains who were foiled on a weekly basis - suddenly the foes were
dangerous. Murder, mayhem, and sex were all involved.
Then you have the Shumacher Batman. Gone were the dimly-lit alleyways and villains with a penchant for muder. Shumacher's Batman was still in a rubber batsuit, but Gotham was suddenly filled with neon and flashy villains. Sex was cut out entirely, murder became nonexistent, and dialogue was kept to catchphrases. It was a throwback to the campier style with brighter colors, less danger, and more frivalty - like the Bat-ice-skates.
Now it's come full-circle again with The Dark Night. Batman is once again taking a more serious tone. Murder, mayhem, and sex have been distilled back in.
Same character design, same setting, but vastly different styles.
Tweaking the character design of the DA franchise helped. Elves look more alien than "humans with pointy ears," but as I've said throughout this thread - BioWare needs to start evolving the
style. DA:O's style was supposed to be "dark and gritty. " How was it either? All of the locations are well-lit, and it only felt gritty after a few blood spatters were thrown around. In the end, it was bland.
DA2 is heading in the right direction for me, but I wish BioWare would really amp-up the style.