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Thread 714968509

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Anonymous No.714968509 [Report] >>714968691 >>714969109 >>714971710 >>714973789 >>714974468 >>714974753 >>714975250 >>714975429 >>714976026 >>714976498 >>714977553 >>714979563 >>714980237 >>714980427
Indie games in a nutshell
Anonymous No.714968575 [Report]
AAA games you mean
Anonymous No.714968674 [Report]
Games
Anonymous No.714968691 [Report]
>>714968509 (OP)
Anonymous No.714968823 [Report] >>714979886
Anime you mean
Anonymous No.714968979 [Report] >>714969189
Life you mean
Anonymous No.714969109 [Report] >>714971948
>>714968509 (OP)
>Left to right
I puked a little.
Anonymous No.714969189 [Report] >>714975006
>>714968979
hollow life?
Anonymous No.714969225 [Report]
BAZINGA
Anonymous No.714970097 [Report] >>714970515 >>714971409
I think theres some great indie games that are built with love from the ground up.
But in many indie communities you see a huge focus on "making it" and "finishing the game so you can sell it". You are shamed for going too deep in any aspect of your game. The philosophy is "you shouldn't spend that much time, you should move on and finish the game".
Those are the same type that exist in any field. On /ic/, they just want to draw anime girls for followers, so they trace 3d models or use AI instead of learning to draw. Or at least only learn symbol drawing.

In effect they are training to become salesmen, not training their ability to communicate in the given medium.
Anonymous No.714970515 [Report]
>>714970097
>But in many indie communities you see a huge focus on "making it" and "finishing the game so you can sell it"
you have to aim for money because 99.99% of indies have <10 players and you'd have to go back to your old jobs fixing monolithic b2b saas products.
if you want to exit the rat race and get better at making games at the same time, statistically you need to make cash cows and not art.
the successful passion/vision projects you hear about are lottery winners, the real winners are the guys that made 10 different roguelikes and can now work on their dreams while living off the trickling sales.
Anonymous No.714970890 [Report]
F O O D
A N A L O G Y
Anonymous No.714971409 [Report]
>>714970097
Those people arent artists
Anonymous No.714971710 [Report]
>>714968509 (OP)
I wonder how he explains this part of working in the creative field
>it’s exclusively rich kids everywhere you look
Anonymous No.714971948 [Report]
>>714969109
Why, are you jewish?
Anonymous No.714973789 [Report] >>714974343 >>714980312
>>714968509 (OP)
I don't understand what the analogy is saying, you look at art, the art looks good. Then you bite the art? And the art doesn't have enough background to be acknowledged as real?
Anonymous No.714974343 [Report]
>>714973789
He's talking specifically about comic books, bad ones.
Anonymous No.714974468 [Report]
>>714968509 (OP)
Anonymous No.714974753 [Report]
>>714968509 (OP)
IMAGINE BEING AT COMPUTERS
Anonymous No.714975006 [Report]
>>714969189
Is that limes?
Anonymous No.714975250 [Report]
>>714968509 (OP)
idgaf, that book is good. only chuds hate it
Anonymous No.714975429 [Report] >>714975493 >>714976498
>>714968509 (OP)
if anything, this applies to AAA
indies usually have unique ideas, but can't have polish, because that costs money
they're never hollow, even when they're bad
Anonymous No.714975493 [Report] >>714975712 >>714975882
>>714975429
>indies usually have unique ideas
LMAO
Anonymous No.714975712 [Report] >>714975761
>>714975493
it's a fact
Anonymous No.714975761 [Report]
>>714975712
LMAO
Anonymous No.714975882 [Report] >>714975956
>>714975493
he's right though?
>inb4 admission of not playing indies and/or claiming they are all clones of older games
Anonymous No.714975956 [Report]
>>714975882
>he's right though
Anonymous No.714976026 [Report]
>>714968509 (OP)
Works in my brain.
Anonymous No.714976498 [Report]
>>714968509 (OP)
this >>714975429 anon is right, "production values" and "finishing" are the things indie games lack. Sometimes literally, as in they're perpetually unfinished.
Indies are all about the inner part of the apple, and typically only have the bare minimum of structure and craft necessary to get a few people to buy them.

If this were about video games, the narrator would be a snobby game developer with a vague job title like "design lead" and he'd be complaining about how all the kids spend their time gnawing on apple cores and drinking apple juice nowadays, and they need to appreciate the bright red polished apples like everyone used to or he's going to lose his job and that'd be a loss for art, or something.
Anonymous No.714977553 [Report]
>>714968509 (OP)
This artist is just seething at new thing.
>but it's totally hollow and worse than old thing
whatever, unc
Anonymous No.714979425 [Report]
I recommend reading the OP book
https://archive.org/details/understanding-comics
It's good read for both artists and anyone interested in comics. It covers manga a lot too, with the author showing the difference not only in the visuals but story telling and presentation.
Anonymous No.714979563 [Report]
>>714968509 (OP)
>newer art is hollow and soulless
>but old art, now that has soul
>it's a cycle as old as art itself
???
Anonymous No.714979886 [Report]
>>714968823
I mean like the page itself says, it's a cycle common in literally every creative medium.
Anonymous No.714980237 [Report]
>>714968509 (OP)
Anonymous No.714980312 [Report]
>>714973789
He is saying that new artists look at the old popular art that inspired them and make hollow copies of it. Their art might appear better on the surface (in the world of video games think things like, better graphics, QoL improvements to things like UIs, better load times, etc.) but in reality, because it's a pale imitation, it will ironically never inspire like the work it apes. This often happens because improving someone's creative idea is not the same as having a creative idea. Art made from real, lived-in experiences and passions will always be better than art made by copying art you like.
Anonymous No.714980427 [Report]
>>714968509 (OP)
>another stealth Excrement 33 thread