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Thain Esh Kelch

Member Since 20 Mar 2003
Offline Last Active Today, 08:36 AM

Posts I've Made

In Topic: Spiderweb Software: Why all of our games look like crap

Today, 08:36 AM

View PostCougar, on 23 August 2019 - 08:22 AM, said:

What I'm left wondering about is his claim that it's the right business decision. For that to be true, any investment in art would not be made up by the potential increase in sales. But how does he know this? What if there are a lot of people like me out there that would make the investment worth it?
In any event, this gives him a LOT of exposure, so that post was worth it. And he absolutely knew it would happen I am sure.

In Topic: Spiderweb Software: Why all of our games look like crap

Today, 06:51 AM

I read the post and thought long and hard about it. I have several of his games, but have actually never played any of them. Shame on me, yes, but at least I can say that the reason is absolutely the way the games look.

Personally it comes down to three things I believe (Since I haven't played them, some of the following may be incorrect, but I've based it on videos I've seen of the games.):
• Everything is square. Roads are made from squares. Water edges are square. Woods are square grids. Line of sight is based on squares. Fog of war is made from squares. It absolutely helps with the grid system for the actual gameplay and world creation, but it sure looks artificial. He really needs to add more curves and randomness to everything, such as walls, water edges, roads, etc., and make sure that repeated things such as trees don't just stand in the exact same spot on every single grid.

• There's no life. Characters stand completely still. They don't say anything. No NPC's moving about. No animals running around. No birds. No water movement. No changes based on weather. Trees all look the same, as in copy-paste.

• Everything looks to be in pristine condition. The walls have never been touched, and have been made by identical planks of wood. Benches have never been sat on. Tables have all come straight out of Ikea. Floors have never been walked on.

Now, as he says himself, making more stuff costs a lot of money! But I think he could get really far if he had just a few more corner images, some of which are round. A few more tree models. And I really think he could get very, VERY, far, by have some kind of randomised texture overlay system, to make things look unique. Either just cloudy colored textures, or some kind of dust/damage/scratches/wear textures.

That being said, I have enormous respect for him and the open way he speaks about these things! Which is also why I own most of his games...

In Topic: Borderlands 2 strategy, tips, rants

21 August 2019 - 06:34 AM

View PostHomy, on 20 August 2019 - 05:10 PM, said:

Then I guess it has always looked like that but since I've never played BL2 before and went directly from BL1 to BL2 I noticed the huge difference immediately. It's very disturbing for the eyes if you want to look up details like the locations of the chests one can find in tutorials. As a photographer I hate when objects are out of focus. :)
Well, given the average age in here, people might not have noticed if the map was more blurry or not... It was just, normal blurry!

In Topic: Borderlands 2 strategy, tips, rants

20 August 2019 - 12:56 PM

View PostHomy, on 20 August 2019 - 09:16 AM, said:

Then you should take a look at how it looks in BL1. The map there looks crisp, even zoomed in. Here is a screenshot from my BL1 on the same iMac.
I was thinking of replaying BL1 soon, in preparation of BL3, so I will try to keep this post in mind for when I do it!

In Topic: Borderlands 2 strategy, tips, rants

20 August 2019 - 01:49 AM

Looks completely normal to me.