Multiple Art Styles

DankRat

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After purchasing the Modern Day Tileset (thank you Black Friday Sale) I had the crazy idea to incorporate multiple art styles in the project of mine. Think about it; this has never been done before and I think if done right this could lead to some fantastic world building. For example, the city that the main character(s) start in will be a dark and wasted city owned by corruption while a few miles to the east (or wherever) is a much brighter town with grassy fields and all that. It's basically a contrast to the extreme, kind of like how Pokémon games differentiate their locations.
 

TheoAllen

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Ok, but what do you want to discuss? There's no opening for something to discuss.
 

Engr. Adiktuzmiko

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You can also still do that without having different art styles, especially if you can draw your own art. Assuming you mean the style in which each art is drawn etc.

What Im getting from your post is more of having different "Themes" per town rather than different art styles, something that is already done a lot in games.

PS: You said its never been done before yet you also said it will be like how Pokemon games did.. So which one is true?
 

kovak

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If i got what you meant it will be pretty much like in Puella Magi Madoka Magica.
The normal world is anime style wile in the witch world is drawn pretty much realistic and most of the enemies are made of paper cuts and other materials.
 

Wavelength

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It's actually done all the time due to practical considerations, but it's pretty much impossible to do well, because when you have things like different sizes/styles of outlines in two different areas, or different rules for how objects are "lit" by light sources, it takes the player's focus out of the game world and onto the physical game itself, as they need to mentally reconcile the contradictions they are noticing.

Obviously it's great for places to look and feel different from each other (think Westfall versus Darnassus), but the art direction needs to remain consistent. A single dichotomy in style for story reasons (e.g. subtle differences in style in an isekai work like Log Horizon or a real-world/dream-world setup like in Clannad) can be good, but everything within the same "world" has to be consistent.
 

FluffexStudios

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I think the concept of multiple artstyles has been done more than 1 times before. We had 4 different artists with different artstyles when working on our game Stitched, one prioritized characters and reality cutscenes, one drew flash back cutscenes, one worked on sprites, and one did icons and labels. It's possible to make it works, but make sure that they don't differ too greatly that the players noticed inconsistencies and break away from the immersion.
 

Lady-J

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I dont think multiple artstyles would look all too good, especially if the characters stayed the same.
 

Andar

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The first question is if the OP meant different art styles (like the title says) or different design styles (like the description says).
Dark village and Light village could be done in the same art style (like realistic, anime, pixel art and even forms of them) without problem after all.

Then if it is really different art styles, then most of the times it doesn't work for good reasons - but those who understand those reasons have been able to create good games with mixtures of art styles.
One possibility is to use different art styles to portrait different worlds or dimensions (like said above).
Basically there needs to be a reason why the different art styles are there, and that reason has to be more than "the player travelled a distance".

For example there is a game that uses different art to create a journey into the history of RPGs where the player needs to solve puzzles to gain more advanced controls and more advanced graphics, with the first maps being two-color and left/right control only and later going to 3D-truecolor graphics.

Just mixing art that is vastly different without a reason will never get you far.
 
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Wavelength

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For example there is a game that uses different art to create a journey into the history of RPGs where the player needs to solve puzzles to gain more advanced controls and more advanced graphics, with the firsat maps being two-color and left/right control only and later going to 3D-truecolor graphics.
Not only is that super-relevant to this topic, but it sounds like an awesome concept in its own right!! Do you remember the name of the game by any chance? I'd love to check it out.
 

Andar

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@Wavelength no, unfortunately I misremembered the name and wasn't able to find it again.
I know it's on steam and I know it got a second game (same name, just 2 added) due to its success, but I didn't find it when I searched for it.
 

PhoenixX92

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Styles and themes are totally different, are they not?
Theme wise, Kingdom Hearts nailed it.

Style would be, as @Wavelength said, nearly impossible.But, then @Andar makes a solid point with Evoland...

Everything would have to be planned out, every last detail, before you even began. Referring back to Kingdom Hearts, Sora was supposed to have chainsaws instead of a giant key before development started, but due to the styles, story, and Disney, Square got a no-go on the saws...

It's been done, and you could quite possibly pull it off if you tried.
 

onipunk

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You say "think about it, it's never been done before", but there's a good reason for that - it looks terrible most of the time. Pokemon does differentiate its locations but the style doesn't change, every single location in each game is cohesive with that game's style. It might works for horror games where unusual, disjointed and unsettling art styles are part of what the game uses to create an atmosphere of unease, but the best horror games usually have custom-made art to get the maximum effect out of this. If you buy a Time Fantasy pack and stick MV RTP characters on it, or have one city rendered in the Pop Horror style and another in the DS/FES tiles, it's going to look bad because the way each of those styles uses pixel clusters, palettes and sizes is entirely different and they're not going to mesh. There's a certain amount you can get away with, the DS/FES character sprites on RTP tiles because they're close enough to work, but if you're thinking of having wildly different resource packs for each area in your game, don't do it.

I think you also need to separate a game's style from its individual elements. Take something like Fire Emblem Awakening or Fates, for example. In battles, the characters are represented by sprites on a 3D background, while combat is fully rendered in 3D with character models. Portraits are hand-drawn. Those are all disparate elements, but they tie together to make the game's "style". The individual elements are different to each other, but are consistent with themselves. Each sprite fits the same pattern. The battle maps are all rendered the same way. The portraits are easily recognisable as fitting their own style. Now, if suddenly one map looked like it was built out of tiles from the GBA Fire Emblem games, or a character showed up with a portrait done in a hyper-realistic life drawing style, that would be a serious style break because it's going against the previously-established combination of elements that makes up the look of the game.
 

dulsi

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My Indie Game Making Contest 2018 entry does mix multiple art styles. Alas I spent too long building my engine to get much of the game done. The concept is that all video games are actually part of a single universe. When you play game it is showing a small slice of universe that is consistent in style. My game has characters traveling to different parts of the world with a variety of art styles. You visit a Minecraft like section, a 1 bit color part of town, a rogue like section with letters for the tiles. Think of it like a mashup like the Lego Movie or Wreck it Ralph.

It is OpenGameArt Movie Video Game if people are interested in looking at it. I feel the game really need more content but hopefully it give some idea what I imagined.
 

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