tmp7704 wrote...
Isn't that effectively getting a free pass? 
No? Things are still held to a higher standard by people who are knowledgable in that field. If we only held things to the standards of laymen who don't know or care about how good something is even
more of our media would be garbage than it already is. That is what I am saying.
Except this alleged incredible importance isn't really confirmed by the reception -- in the sense as long as its presence (or lack thereof) doesn't appear to affect said reception in noticeable manner... why is it so important, exactly?
You could say this about
literally anything. Most consumers are not knowledgable enough in individual aspects of media to notice when
anything is bad unless it is so startlingly bad that it distracts from the rest of the work entirely. Yet we cannot place importance only on the things that are immediately apparent to laymen, because it is often those "invisible" aspects, that you are
not immediately cognizant of or drawn to analyze, that bring a cohesive level of quality to the entire work. Character design is
supposed to be a kind of subtle, natural thing that just fits in.
And, again, I am specifically speaking within the context of character design.
Within the context of character design, this is important. If you think character design as a whole isn't important for whatever reason, okay, but that is an entirely separate issue. Sure, there are successful works with awful character designs, just as there are successful works with awful writing or music or gameplay or whatever that are able to compensate for their shortcomings through other areas that
are of high quality (like, say, DAO does). But just because people are often willing to overlook poor character design does not mean that there are no standards for character design.
... I'm (and have been the entire time) talking about the slight variation in the body build, ones which might be used to discern between individuals provided one squints hard enough. That is what i thought you were defending as absolutely extremely crucial to the point where it's worth discarding armour customization over. That you out of the blue --to me-- include faces here as means to tell these people apart makes me wonder if perhaps we're talking about two very different things?
Yes. You are talking about something that has absolutely nothing to do with character design. As I've said repeatedly, things that are relevant to live action and things that are relevant to artistic character design are entirely different, because you have different levels of detail and different tools available to you and different difficulties to consider and some things that are conveyed through live action in a certain way (like character recognition through faces) are handled differently in character design (like character recognition through consistent shapes and archetypical body-character matching that are not available to casting directors who must "design" their characters exclusively through pre-made living bodies). Because they're
different.
Modifié par ipgd, 04 août 2011 - 07:40 .