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Anonymous /vrpg/3781938#3782392
6/15/2025, 12:08:54 AM
>>3782330
You're fundamentally wrong since you conflate spectactle with no substance, when they are completely independent.

You could take a deep systemic game like Dwarf Fortress and add extremely flashy visuals and feedback, with well animated scenes with voiceacting playing out for the events that can happen. That would add a lot a of spectactle to the game without changing it.
No matter how deep and complex of a game, spectactle can be added.
Spectactle only becomes a problem if that's all something has (which has nothing to do with spectacle itself, since the problem is everything else) or that they prioritize spectactle over something playing well, which could be done for anything. It's in fact very common for the game to "look good" art wise even if it makes the game play or visually read worse.
Take a look at OP and how their terrible UI design makes visually reading and seeing the UI harder or how visually noisy the environment and enemies are. Now directly compare that to Persona 5 (their inspiration) and how much easier it is to read, how much less noisy everything is and thematically how consistent it is.

Persona 5 has a ton of spectactle, as does something like SMTV Vengeance (or many other games).
They could've not had unique animations and effects for the demons unique skills and just used a generic fire vfx or something, but the added animations and effects for each results in more spectactle, which directly adds to the satsifaction and enjoyment of using them.
https://www.youtube.com/watch?v=2oDZgOREi4Q

Expedition 33 is a really bad example for good design, because it basically has absolutely nothing that is visually or gameplay wise well designed.