04-16-2004, 06:05 AM | #41 |
Eiran Psychonaut
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It's not easy to find and recruit good artists for a project. Most artists that are professional quality, for a start, aren't going to be looking for a freeware game project to waste their time on when they could be spending their time looking for REAL work in the REAL video game industry or whatever.
Second, it's a lot of dedication and work, and it's hard to find people who actually want to spend this much time working on somebody else's artistic vision. Most good artists make their OWN games rather than be tied down by somebody else's idea. I'd like to end this post with something relevant and appropriate: dickwad. |
04-16-2004, 07:04 AM | #42 | |
Senior Member
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You'd be surprised, Yuf. I've met many artists in the "scene" who prefer to bring to life somebody else's vision. Usually they are very talented artists but don't have the writing or coding skills to make a game. Or they work better with direction. As long as they are certain that their efforts are going towards a quality project that will get finished, you will find many artists perfectly willing to share their talents. On the flip side, I consider myself a good writer and an OK coder, but an absolutely HORRIBLE artist. If a talented artist approached me and asked if I could do the dialog and coding for their game, I would jump at it. |
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04-16-2004, 09:06 PM | #43 | |
Tactlessly understated
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04-16-2004, 09:08 PM | #44 | |
A search for a crazy man!
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04-16-2004, 09:24 PM | #45 | |
Tactlessly understated
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04-16-2004, 09:41 PM | #46 | |
A search for a crazy man!
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Chris "News Editor" Remo Some sort of Writer or Editor or Something, Idle Thumbs "Some comparisons are a little less obvious. I always think of Grim Fandango as Casablanca on acid." - Will Wright |
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04-18-2004, 10:47 AM | #47 | |
Unreliable Narrator
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I beta-tested SLUDGE, though, and that definitely got me places. As for why it's hard to find good artists, I've also noticed that even if you do find people who are willing, it's VERY difficult to keep a team together. Ever noticed how big, elaborate projects with many people on various sides of the world are more likely to become vapourware than smaller, less-ambitious projects made only by one person? Eventually, team members start losing touch; maybe one will lose interest, maybe another one will have a sudden tragedy in his/her life that needs attention... who knows? |
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04-18-2004, 12:06 PM | #48 | |
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04-18-2004, 12:47 PM | #49 |
Under pressure.
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I'm a control freak, so most of the work on Bad Timing is done by myself I only have a musician, a bunch of testers and a crew of voice actors and that's it. The people I really depend on are the voice actors with important roles and lots of speech.
--Erwin
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04-19-2004, 01:12 AM | #50 | |
I create. Therefore I am.
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Roger Foodbelly is not going to be freeware AFAIK.. Just wanted to make it clear Sorry. Thanks for remembering it, though.
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04-19-2004, 05:47 AM | #51 |
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Project Joe is probably going commercial as well, at least according to one interview of the Synthetix folks.
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04-19-2004, 05:49 AM | #52 | |
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04-19-2004, 05:58 AM | #53 | |
Under pressure.
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Why are all independend adventure games so crappy looking? Not a single word about freeware or commercial. --Erwin
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07-19-2004, 04:41 PM | #54 | |
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07-20-2004, 12:56 AM | #55 | |
Under pressure.
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--Erwin
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> Learn more about my forthcoming point & click adventure: Bad Timing! > Or... Visit Adventure Developers: Everything about developing adventure games. |
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07-20-2004, 07:51 AM | #56 |
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Personally I don't think indie adventure games are all that bad looking, but it would be nice if AGS had the same feature as ScummVM. You know, where it can take the blocky sprites & backgrounds, and slightly blur them to make for a better looking game.
Sky Warrior Bob
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07-20-2004, 09:27 AM | #57 | |
No justice. Only me.
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Although I can understand and will happily play a game with a background or a minor character that may not be up to par visually, I have no tolerance for, and will not play, a game that has a main character that is poorly drawn or animated. I will be looking at this character for the entire game, and if the designer is not willing to take the time to make it look good, why should I think the rest of his game is any better? Regardless of artistic ability, a game designer should have the ability to recognize an ugly character. There are quite a few of the RON games that suffer from this. (Which is unfortunate, because there are other RON games that have very impressive artwork.) Whenever I look at an independent game that I may be interested in playing, I go and look at the art for the main character before I do anything else.
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07-20-2004, 09:31 AM | #58 |
Dessert
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I hate that feature!
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07-20-2004, 09:33 AM | #59 |
No justice. Only me.
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Kind of as an addendum to the above, the VOICE of the main character, if you're doing voices, HAS to be easy on the ears. This generally isn't an issue for most independent adventures, though, since there are few that do "talkie" versions.
I mainly say this because I thought that the HORRIBLE voice acting in FotAQ was definitely the worst part of the game. I don't WANT to play a guy with a New York tough guy accent, especially in a game that depended so heavily upon humor. (What little humor there was.)
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07-20-2004, 12:53 PM | #60 |
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BTW, I take offense to the statement that ALL indie games have crappy graphics. Just off the top of my head, here are some great-looking projects:
1. KQI and KQII from AGDI 2. Out of Order 3. Night of the Hermit and in progress... 1. KQIX 2. SQ7 3. QFG2 remake 4. Rise of the Hidden Sun (shameless plug: http://www.chapter11studios.com) Here's some food for thought. Great graphics take a lot of time and dedication. They can't just be churned out. With indie/underground games being a fairly new (2-3 years) phenomenon in the mainstream AG community, it's gonna take time for these high quality graphic adventures to be finished. |