[quote]RinjiRenee wrote...
[quote]Pseudocognition wrote...
My thoughts exactly.
Dark/gritty are not useful words to use to describe art style. They don't mean anything in that context. Dark describes the absence of light, and gritty can only refer to narrative tone or perhaps combat. A well art-directed game will have both bright and dark areas. A well written game will have lighter stories to contrast the darker ones. There is no tried and true formula of dark, gritty and realistic elements that result in some mythical super-game.
Gritty is the worst offender. It means absolutely nothing. If you asked an artist to make something more gritty, they'd say "gritty how?"
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Maybe overlaying the textures with sandpaper? I have no idea. But yeah, agreeing with what is said here. Dark and gritty are words better used to describe tone and not visual elements.
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I'd say that in the process of creating something, if you approach them as anything other than inextricably linked, you're doing it wrong.
[quote]Upsettingshorts wrote...
[quote]Jzadek72 wrote...
You guys are being very down on Wulfram, but I actually see where he's coming from. [/quote]
That implies we're confused.
We're not.
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It implies nothing other than that you don't share his opinion, which you've made pretty (unnecessarily aggressively) clear.
[quote][quote]Jzadek72 wrote...
The reason that DA:O's artstyle seems generic is because it is based on medieval europe, which is an extremely popular setting.[/quote]
It's based on fantasy conventions that are based on a stylized idea of medieval Europe.
Which is another way of saying its derivative of broad genre conventions. Which is generic. [/quote]
Which I'm arguing isn't such a bad thing, because it provides a recognisable basis for what the DA:O universe is like. If you think the world is generic, then that's your prerogative, and I'm not sure I'd completely disagree - but that's what it is now, so the art-style may as well support it.
[quote]Jzadek72 wrote...
I'm not so sure that's a bad thing, either. It gets you into the dark, gritty and realistic feeling. [/quote]
Being generic is bad for reasons stated many times. Whether or not DA:O is dark (sometimes), gritty (rarely), or realistic (inconsistently) is up for debate.
If DA:O's art style was meant to support the dark themes, why is the game so colorful in places that don't call for it at all? [/quote]
Dark the tone is not the same thing as dark the colour.
[quote]If DA:O's art style was meant to support gritty themes, why is everything so clean? [quote]
I'm not sure I'd agree with you that everythings all that clean. But even then, it's success is another thing entirely to it's intention. And giving the marketing buzzwords, I think we can safely say that gritty was an aim.
[quote]If DA:O's art style was meant to convey realism, why do almost none of the clothes make sense? Why are the swords huge? [/quote]
Honestly? Partly because they didn't do their research properly, partly because to most people it won't actually matter and will still look realistic *enough* and partly because of the god-awful engine.
[quote]Why is the sun a perfect yellow circle in the sky? Why does fabric look like plastic?[/quote]
Engine limitations? I'm sure the new frostbite stuff will be better at this.
[quote]I'm tired of taking this "dark, gritty, and realistic" stuff for granted. Explain precisely in what ways Dragon Age's art is any of these things, and provide many examples of how they do these things consistently. If you won't do that, I'm not interested in changing my mind. If you can't do that, then the game's aesthetic doesn't actually do it. [/quote]
Well, funny as it may seem, I'm not interesting in changing your mind either. I'm interesting in posting an alternative point of view that I happen to have.
[quote] An art style is not an inconsistent thing. If you put a picture of the Broodmother and say, "Look at how dark and gritty" it's also a contradiction of the assertion of realism. If you put a picture of Lothering and say, "Look at how realistic" it's also a contradiction of the assertion of dark and gritty. If you put a picture of Orzammar and try to claim it's dark, gritty, or realistic, you're just plain crazy. [/quote]
Yeah, okay, I should clarify that I'm talking mainly about the world of humanity. Dwarves are a whole other category.
But taking your example of the Broodmother, I think that that's an enormous fallacy in the context of a fantasy world. Suspension of disbelief maintains that the Broodmother exists, and we as an audience must accept that. In the realms of the setting, it is acceptable. Now, a supposedly normal human swinging what appears to be a massive claymore/butchers knife lovechild one-handed while wearing something which seems to be some weird mongolian pixel art violates that suspension of disbelief in a whole different way.
Lothering I'll grant you, and I think the artstyle failed in conveying the feeling of a refugee camp. But I think it was trying.
[quote][quote]Jzadek72 wrote...
that 'generic' look suits the tone of the game,[/quote]
That's the most effective condemnation of Origins' story I've ever read.[/quote]
Well, great. Feel free to use that when we discuss Origins' story.
[quote][quote]Jzadek72 wrote...
Skyrim has been cited in this thread as a distinctive artstyle, but in reality, it's not actually any different from DA:O's, it's just set in a setting based on a different period.[/quote]
Skyrim is consistent. Even the zombies are Norse/Saxon-themed.
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Yeah, Skyrim does it far, far better. But DA:O is at least aiming for something, while I think that DA2 shoots the wrong way.
[quote][quote]Jzadek72 wrote...
Thedas is medieval Europe, just with dragons and a darkspawn invasion - but still, thematically, it is medieval europe. [/quote]
I don't know how anyone claiming to have a historical background can refer to Medieval Europe as having a coherent theme.
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It doesn't. DA:O borrows from lots of different parts of Medieval Europe, and different periods in it's history. But ultimately, it becomes something coherent and recognisable - much like Skyrim, which we've both agreed on is consistent, borrows from Saxon, Celtic, Scandinavian, classical Germanic tribes and arguably Russian stylings. It would be disengenuous to say that the Celts and the Saxons, or the Teutons and the Vikings were the same, but they share enough in terms of culture that they become something recognisable and thematically consistent when put together. Again, I'll concede that Skyrim does it far better, but it's still doing the same thing.
[quote][quote]Jzadek72 wrote...
Unfortunately, that cannot be changed at this point. I'd love to see a game with, say, a Hellenistic or Persian influence, but that is not the world that Dragon Age is. So I sort of feel like some degree of 'generic' (for want of a better word) medieval europe is warranted, and not a bad thing, because it fits the world. Save the garish champions armour or the strangeness of some of the weapons for a setting which fits them. [/quote]
At this point I'm trying really hard not to mention that even an Art History survey course would do a fantastic job explaining how Europe wasn't generic at all. It was dynamic and diverse and full of creativity and competing and evolving movements in everything ranging from armor design to architecture.
But the answer is obvious. Dragon Age, and fantasy in general, is not really based on Medieval Europe. It's based on fantasy genre conventions that are built on a stylized concept of Medieval Europe. It's not derivative of history, it's derivative of every damn fantasy media of the last hundred years, put in a blender. That's why it sucks.
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Again, I've addressed this. It's based on an amalgamation of various cultures which become something which does not clash. Sure, the Franks are not the Holy Roman Empire which is not Hungary, but even an Art History course would do a good job at explaining that they are similar enough, that for purposes of creating a game universe that feels real, and tangible, combining them is a forgivable thing.
But hey, I'm not even arguing that they do it particularly well, or that it isn't derivative of fantasy media (though I'd reject your premise that that isn't derivative of history in itself) - I'm arguing that I prefer it to the complete, well, fantasy of Hayden's Razor or the Mage Champion armour. I think Origins is on the right path, and that with the new engine, we could see something genuinely great.