Sima Tuna wrote: ↑Fri Sep 20, 2024 6:52 am
Maybe it's the Mark_MSX influence, but I've really come around on the importance of graphics in my dotage.

Presentation is an extremely important aspect of game design. Not so much for pure graphical fidelity, as consistency of art direction and a cohesive overall vision. When you look at a game like Rastan or Golden Axe, it has a congruent artistic presentation which extends as a thru-line all along the game. Somebody looked at art of Conan the Barbarian or whatever and they said, "draw that!" The game has a clear visual identity. That is the element I think RotN lacks, and it's where Symphony of the Night, Aria and even the NES Castlevanias were so incredibly strong. Castlevania 1's filmic presentation, with movie monsters and sidebar film reels, brings together the game's look. You're playing a horror movie grab bag. Even with NES visuals, it gets across the sense of "place" immediately.
This so much. You can't make a great game with bad gameplay and great presentation, but you can make a great game with average gameplay and great presentation. Artistic cohesion is everything.
If I am being honest, when it comes to videogames, the "video" part carries more weight than the "game" part.
Castlevania IV and Symphony of the Night are some of my favorite games ever, but they clearly place their emphasis on atmosphere and artistic cohesion over gameplay.
Symphony of the Night may grab some of it's sprites from Rondo, but it has an excellent consistent visual theme. And the music matches the mood perfectly, which enhances the atmosphere which enhances the visuals. It is a fully realized world of strong parts that combine to make an even stronger whole.
When I made my own game I knew I had some serious limitations as an artist. I can't draw to save my life so I made an "asset flip." But even though I started with existing sprites, I spent more time editing sprites and color palettes for a cohesive look than anything else I did in the game. I mean, I put a lot of effort in the gameplay and level design too, but no one will give you the time of day if your game doesn't have a consistent visual theme.
Bloodstained has no visual identity. It is a series of mismatched parts of various quality. Towards the later part of the game, some of those assets are of shockingly low quality and should have been left on the cutting room floor. For me this started getting really noticeable around the 12 hour mark. That would have been a good time to wrap the game up right then and there. I think that's about how long Symphony of the Night is, or some of the handheld IGAvania's, but it took me close to 20 hours to finish it. All that extra content that did nothing to enhance the experience, and only padded the game out to reach a desired run time. A shorter 12 hour experience with that additional game development time spent on a more consistent visual theme would have resulted in a tighter, better looking game that probably would have been received better by it's audience.