>>149303974 (OP)High definition downsides:
>made a lot of existing shortcuts and corner-cutting unviable>highlights flaws, meaning you can't just get away with errors as much as you could before>makes it a lot harder to justify simpler backgrounds, background characters and animation>includes widescreen, making you have to rethink screen structure and where everything goes>limits what paints and inks you can use since their individual quirks are more apparent (for those still using cels, anyway)>all this requires extra work and extra detail, meaning more staff needs to be hired and thus costs go upDigital animation downsides:
>includes a ton of very enticing tools and shortcuts allowing speed and laziness (for better or worse, often worse)>way the fuck easier to do puppet animation and do it lazily, also tweening too>harder to justify doing proper lighting and shading because you're not making the art/cels by hand anymore>most of the SOVL isn't automatic and has to be done manually>not all traditional skills translate to digital well, meaning an overall lower skill level>>149305147They WERE made to be watched in low quality, you're just looking at it with rose tinted glasses just assuming everyone was making Disney theater-tier stuff. Half the time they only recorded on actual film because that's all there was, you couldn't just scan and digitize the cels, you had to set up this big-ass rigging set up to hoist an actual movie-tier camera about 10 feet in the air to then film downwards towards the cels and lighting and whatever layers you have.
Most animation back then had simple static backgrounds, looping simple backgrounds, zero bystanders in any scenes, lots of errors and shortcuts (mostly in the background), even characters often just looped animations (something that bled into anime). As theaters/TVs got better, more people noticed that shit, so it wouldn't fly anymore.
t. downloaded and played a lot of classic stuff for my grandparents