Re: What is the attraction of PS1-style visuals?
Posted: Wed Feb 01, 2023 2:27 pm
Ah gotcha, I seem to have mistakenly jumped the gun as an desperate attempt to join the discussion.
Ah gotcha, I seem to have mistakenly jumped the gun as an desperate attempt to join the discussion.
The assets still look garishly awful, as if the protagonist has vision problems. That game definitely falls on the weird side - the visuals are neither retro nor modern, they are their entirely own thing. Sadly for me that 'thing' is not good.
There's an awful amount of dithering in these images, though. Neither Doom nor the Build engine games ever had this problem.KynikossDragonn wrote: ↑Wed Feb 01, 2023 3:51 pm I personally think this game (Gunmetal) is a good example of getting away with 256 colours only, in 1998 no less:
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I think that term perfectly nails it.KynikossDragonn wrote: ↑Wed Feb 01, 2023 3:51 pm Most of the "modern retro" stuff doesn't really come anything close to this kind of aesthetic. A lot of them just seem "try-hard fake" to me by comparison.
The skyboxes tend to suffer dithering problems, but I'm willing to chalk that up to whatever image editor they were using at the time. Some of the skybox dithering isn't that horribly offputting. I think the dithering in some of the level textures helps with things not looking too "smooth".
I do have fond memories of the PS1 - but that definitely excludes its technical deficiencies.leileilol wrote: ↑Thu Feb 02, 2023 1:40 am Of the 5th gen consoles, PSX's the easiest to mimic in shaders. Just screw your UVs up a bunch and apply a dither then clamp it to 15bpp - done. It's also the best selling console of it's generation and still had market presence in the 2000s, so there's been a lot of fond PSX exposure.
I'd argue that it's less misguided so much as a different type of nostalgia entirely. It's not a desire to recapture the things that transcended "average" at the time, but embracing the holistic experience of playing whatever was available; good, bad, and ugly. It might help to think about it more as an attempt to recapture the blurry, half-formed memories of the end user as opposed to trying to recreate the industry as it was from the POV of those embedded in it.Graf Zahl wrote: ↑Tue Jan 31, 2023 11:41 am If you ask me, this kind of nostalgia without actually understanding this era of game development and how people worked back then is somewhat misguided. Back in the day it was considered the greatest achievement not to fall victim to the technical limitations of the poor PS1 hardware or 8 bit palettes on non-accelerated graphics, developers desperately craved for better solutions and wanted to leave these behind as quickly as possible.
Sure, but the limitations of today don't naturally recreate those aesthetics. That means that, if your artistic goal is to evoke the feeling of an older generation of games, then you need to consciously design your assets/engine to match.
I think the difference is not necessarily that vast, or at least less about age than circumstance. I'm in my early thirties, but my family was fairly poor, which means that I was a kid during the 90's with an exposure to that console generation that was largely sporadic (PC gaming, with shareware and massive bargain bin disks, is another story). I didn't get to play the hottest, best games, and simply did not have the ability to select for "good" games of the time, so I played whatever was available. Granted, people straddling the Gen X/Millennial border have a different set of experiences than myself as firmly mid-millennial, but plenty of that also comes from class, region (rural east coast US for me), and such.
Like I said, it's an entire generation later. I was a creator back then - for me those limitations mattered as what they were not a reminder of good old times but something the producer did not want the customer to see. I guess that as childhood memories these things have a completely different effect.Scripten wrote: ↑Thu Feb 02, 2023 9:42 am I think the difference is not necessarily that vast, or at least less about age than circumstance. I'm in my early thirties, but my family was fairly poor, which means that I was a kid during the 90's with an exposure to that console generation that was largely sporadic (PC gaming, with shareware and massive bargain bin disks, is another story). I didn't get to play the hottest, best games, and simply did not have the ability to select for "good" games of the time, so I played whatever was available. Granted, people straddling the Gen X/Millennial border have a different set of experiences than myself as firmly mid-millennial, but plenty of that also comes from class, region (rural east coast US for me), and such.
All fair points. Honestly, I figured that most of the oldest folks on the forums are only about ten-fifteen years older than me on average, which feels more my generation than the last. You're right, though, there is definitely a different experience despite the smallish gap, similar to folks who are closer to their mid twenties and were barely toddlers by the end of the nineties. All this probably goes to show that "generational" shared experiences are fewer with the modern pace of culture.Graf Zahl wrote: ↑Thu Feb 02, 2023 10:37 amLike I said, it's an entire generation later. I was a creator back then - for me those limitations mattered as what they were not a reminder of good old times but something the producer did not want the customer to see. I guess that as childhood memories these things have a completely different effect.Scripten wrote: ↑Thu Feb 02, 2023 9:42 am I think the difference is not necessarily that vast, or at least less about age than circumstance. I'm in my early thirties, but my family was fairly poor, which means that I was a kid during the 90's with an exposure to that console generation that was largely sporadic (PC gaming, with shareware and massive bargain bin disks, is another story). I didn't get to play the hottest, best games, and simply did not have the ability to select for "good" games of the time, so I played whatever was available. Granted, people straddling the Gen X/Millennial border have a different set of experiences than myself as firmly mid-millennial, but plenty of that also comes from class, region (rural east coast US for me), and such.
And yet, it still sells the PS1 (and the 90's) short. It was so much more than wobbly and chunky graphics which seems to be the primary focus here.
True with today's tooling solutions, but I would wager that AI is the cat let out of the bag. For all its issues (and boy are there many), it is a great equalizer in performing a significant chunk of labor. Creating NPCs, randomized or via a few sentences of description, with sufficiently detailed features will likely become routine even for a solo developer. I don't doubt that a lot of the personality and originality will be sucked from certain spheres alongside, but the possibility of high-fidelity asset creation with minimal effort seems on the horizon.Graf Zahl wrote: ↑Thu Feb 02, 2023 11:04 am I doubt it. The 90's have one huge advantage: Technology was sufficiently advanced to handle more than 16 poorly fitting colors but not advanced enough for photorealism. Of all computing eras it is the one for which asset creation would be easiest. Move ahead another 10 years and the playing field has changed completely. Around the mid 2000's creating cheap games that look state-of-the-art became an impossibility. I don't think it is a coincidence that it is also the time when the industry went from a geek-driven culture to capitalism-driven abuse.
That's an optimistic viewpoint and I hope myself that it's the case, though primarily for catering to my own personal preferences, if we're being honest. From what I've seen of Phantom Fury, it does seem like this is the case in at least one example.Graf Zahl wrote: ↑Thu Feb 02, 2023 11:04 am So, I fully understand why these years are what people want to recreate in their own ways and why a game like Doom will never die, but like it always is with such things, some people will fail to understand the essence of what makes this so appealing. If you want to have my outlook on the future: These projects that define themselves by trying to replicate the limited technology will eventually fizzle out - but I don't really expect this retro trend to die out, but I expect it to gain a bit more professionalism.
Scripten wrote: ↑Thu Feb 02, 2023 1:49 pm True with today's tooling solutions, but I would wager that AI is the cat let out of the bag. For all its issues (and boy are there many), it is a great equalizer in performing a significant chunk of labor. Creating NPCs, randomized or via a few sentences of description, with sufficiently detailed features will likely become routine even for a solo developer. I don't doubt that a lot of the personality and originality will be sucked from certain spheres alongside, but the possibility of high-fidelity asset creation with minimal effort seems on the horizon.