Post by raenas on Jan 25, 2008 13:54:12 GMT -5
A philosophy question, or at least one that requires the sound of one hand clapping.
Is it better to play to the recursive cycle of playing to a certain player demographic in the pursuit of financial success, or is it better to hold onto the vision of a better tomorrow (tm) at the expense of low exposure and starving artist syndrome?
Example.
Clover studios created the cult classic "Okami", a game about a wolf set in mythic feudal japan where the chief weapons of import were brush techniques executed by a brief pause and scribble of the controller.
Personal opinion only, I believe Okami to be one of the few concepts for which the graphic cel shaded style works. In my opinion, Wind Waker another high profile title touting cel shaded style just didn't mesh with the Legend of Zelda concept.
Also personal opinion only, I believe Okami is one of the very few truly innovative games along with oldschool adventure games like Grim Fandango and Trifine production 'Psychonauts' which not only produced good games, they produced GREAT games.
Clover Studios went out of business.
They created innovation, but for them, the price of innovation was financial failure. The game sold surprisingly low amounts and it was quickly forgotten by anybody not already charmed by it.
So. Philosophical question.
As the price for innovation grows higher, and we approach the times were corporations and committees are the only places where these titanic game constructs can still be completed, where does the artists vision fit in?
Cut simply. Business or pleasure? Or is it not as simple to pigeonhole? Is it disgraceful to waste great talent on projects without funding? Is it wrong to create games with large amounts of only medium talented people when hiring the greatly talented is prohibitively expensive?
Hmm..
Food for thought.
Is it better to play to the recursive cycle of playing to a certain player demographic in the pursuit of financial success, or is it better to hold onto the vision of a better tomorrow (tm) at the expense of low exposure and starving artist syndrome?
Example.
Clover studios created the cult classic "Okami", a game about a wolf set in mythic feudal japan where the chief weapons of import were brush techniques executed by a brief pause and scribble of the controller.
Personal opinion only, I believe Okami to be one of the few concepts for which the graphic cel shaded style works. In my opinion, Wind Waker another high profile title touting cel shaded style just didn't mesh with the Legend of Zelda concept.
Also personal opinion only, I believe Okami is one of the very few truly innovative games along with oldschool adventure games like Grim Fandango and Trifine production 'Psychonauts' which not only produced good games, they produced GREAT games.
Clover Studios went out of business.
They created innovation, but for them, the price of innovation was financial failure. The game sold surprisingly low amounts and it was quickly forgotten by anybody not already charmed by it.
So. Philosophical question.
As the price for innovation grows higher, and we approach the times were corporations and committees are the only places where these titanic game constructs can still be completed, where does the artists vision fit in?
Cut simply. Business or pleasure? Or is it not as simple to pigeonhole? Is it disgraceful to waste great talent on projects without funding? Is it wrong to create games with large amounts of only medium talented people when hiring the greatly talented is prohibitively expensive?
Hmm..
Food for thought.