Certain Themes in Games

StrawberrySmiles

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I've played my share of "mature" games with "mature" content and themes, dark and gory aesthetics, etc. Dragon Age, for example.


But let's be completely honest: This is a 2D RPG using sprites and probably can't be taken as seriously.


I plan to make one of my stories into a game in mid-April and it has a focus on a relationship between 2 characters and it's supposed to get "heated". Obviously, showing this in RPG Maker would probably be laughable unless I use a CG picture to show the tension. It's an important part of their development. How would you handle it?


There was also a planned scene between one of the characters and another where she asks for advice in the relationship area - particularly the "heated" parts. Would this feel out of place in an RPG Maker game?


Would it be better to take seriously if the graphics were like Baldur's Gate or the Ultima series or Arcanum?


Would any even care about this stuff? :p
 

Azurecyan

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It depends what type of sprites you're using, as well as the atmosphere, tone of the tiles, and the use of tint, so to speak. Most games made in RPG Maker like Ib, or a Witch's House execute the scary factor in effectively in some cases, while others can execute feelings of emotions in dialogue and story-telling(To The Moon). I do agree though that CG Picture is a great idea in showing tension. I plan on using CG picture to introduce my characters, and parts where tensions are really high.
 
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bgillisp

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I think you can do heated very well in RPGMaker, even in 2D. All you will need is good use of words. After all, books can 'show' heated arguments with only words, so I think you can too.
 

Clovejar

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I think using a picture is the way to go. People are willing to suspend their disbelief and accept that the 'non-serious' sprites are just representations of the characters - and that a picture shows what the characters 'really' look like. I think slightly more detailed graphics like baldur's gate would actually work against you. Imo those sort of graphics just look dated (and uncanny-valley-ish, almost?) whereas simple 2D graphics can be a stylistic choice.


That said I wouldn't underestimate the power of 2D graphics! As long as the dialogue is convincing, 2D sprites can be more than enough to convey story.
 
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Uzuki

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Your best weapon is the descriptive power of words! As someone who has read and written their fair share of erotica, words can be just as or more powerful then pictures alone. As long as you set the tone correctly and use the right words, then almost any art style you use can sale the scene.
 

Shaddow

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Honestly, I feel too many people underestimate what can be depicted in 2D. Everyone assumed cutsey RPG maker sprites could not be scary, but I've seen and made some pretty creepy scenes. It is all about the feel of your game, the atmosphere and the sprites you use. If you do not want it cutsey do not use RTP and make or have someone make your own custom sprites. That is the first step towards getting a feel for your own theme, imo.
 

Wavelength

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Particularly with serious themes like relationships, "realistic" 3D artwork in RPGs often sabotages the mood rather than enhancing it.  It's really hard to make a 3D figure show emotion realistically - there are so many subtle facial and body movements that come with emotion and less-than-perfect attempts to replicate them often land your characters in the "Uncanny Valley" between realistic and unrealistic, which makes them repulsive to players.


You have a ton of tools when you're making a 2D RPG, even (and maybe especially) in a program like RPG Maker.  Use dialogue - exchanges that move the heart, and sentences that sound like they're coming from real people.  Use music - tunes that set the mood perfectly and stand out from your other scenes' music.  Use setting - a horrific battlefield or a warm spot by the fireplace or a dramatic starry sky are all evocative ways to create a mood that your scene can utilize either as the perfect supporting player or as a contradictory foil.  Use extra graphics if you really have to - a few custom sprites like characters hugging can go a long way, and I guess CG pictures never hurt if you really need to nail a "money shot".


But whatever you do, don't feel like you're limited by anything except your creativity and your talent for storytelling.
 
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Ms Littlefish

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A picture for the scenario you describe sounds perfect. I think 2D is perfectly fine for a wide range of ideas. The quality and effect of the writing, the music selections, sprite movements, and pictures are all important to conveying really any kind of theme and in any perspective as well. Certain graphical choices (and there are many that can still be made in RM) definitely make an impact on the atmosphere, but in my opinion 2D itself is not a hard barrier to illustrating more mature emotional experiences.
 
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PsychicToaster

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Games like Pillars of Eternity and Baldur's Gate convey a lot through simple narrative and descriptive passages, before any dialogue is ever actually spoken. It allows the player to see more than the simple art style suggests. I realize a lot of this has to do more with the D&D style of the game, where a GM would normally describe a scene or character in the campaign, but it really works. Without having to actually animate and create assets for a scene, you can still immerse the player in what is going on. 


Example:



You don't actually see anyone jerking axes from the dead, nor do any of them move in this scene. It's all a description of an event that doesn't leave you in the dark.
 
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sabao

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Look to the classics! Xenogears managed to portray heavier and darker themes than most RPGs in its time, and some of it were in sprites. I suppose it depends on the style.


Cut-in illustrations are also acceptable for the medium, just that very few avail of it here because our artistic skills may not be up to scratch. If you can pull it off or can find someone who does, then I say it's another way to go.


While text does have a great part in how we convey a message in games, I believe that in RPGs/JRPGs, if it's not spoken, then it's best shown. Pillars is a great example of going the other way, but I don't think RM's default message system is very conducive to large walls of text.
 
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StrawberrySmiles

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I see.


Thanks all!!


Good thing I'm an artist! XD
 

SLEEP

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art styles do communicate things about the world, but not necessarily the maturity level. atmosphere is something style can communicate in how it chooses to abstract the world, a bright cartoon world might not be the best place for a bleak story. might being the operative word here i know there are exceptions lol. A heated focus on two characters talking about heated ;)  things would probably be awkward weeb stuff in rtp or in an anime cg. idk it might not be. Just think about what your style means, what it communicates, and how it works with the other aesthetic elements, writing style and subject matters i guess? im making it sound easy but it kind of is once u get used to it?
 

Phonantiphon

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Games like Pillars of Eternity and Baldur's Gate convey a lot through simple narrative and descriptive passages, before any dialogue is ever actually spoken. It allows the player to see more than the simple art style suggests. I realize a lot of this has to do more with the D&D style of the game, where a GM would normally describe a scene or character in the campaign, but it really works. Without having to actually animate and create assets for a scene, you can still immerse the player in what is going on. 


Example:



You don't actually see anyone jerking axes from the dead, nor do any of them move in this scene. It's all a description of an event that doesn't leave you in the dark.
This is a definite +1.


I think that it does depend on what style of game you're going for, but in general good writing shows through.


Absolutely you should use the assets available to you to create a visual and aural atmosphere, but the best thing for this is the player's imagination and that is informed by the actual writing, even over and above what they can see on the screen.


EDIT:


The fact that RPGMaker graphics are exactly next gen should be no barrier to creating tension or whatever in the context of the gameworld, again, it's all down to how you put that across to the player. Given that you can't rely on the graphics it actually allows you to develop the game in other ways. Which isn't a bad thing to be honest...
 
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