- Dec 22, 2019
- Reaction score
- First Language
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I am aware that 3D can be used in indie game. There plenty made in different engines such as unity. I don't think its the only reason why some scene looks good unless the genre greatly benefits from 3D presentation.I'll agree that in this context, the scene's dimensions don't matter, I just wanted to show it as an example of what people are capable of doing as indie, and how it can be applicable/expanded.
The reason why that LoTR scene looks so good is more than just 3D and CG. It's a scene that cost millions to create. Every model, every animation, took an entire team of artists to make sure it comes out as realistic and believable. It's not the 3D creating visual impacts, it's time and money.
Yes, that's what I meant by "skills" to begin with. Good presentation needs more than skills, but time/money.Skill is a huge blanket term, which is why I said it. Skill can be animation, drawing, coding, level design, sound design/engineering, making intelligent use of plugins that exist, etc. Skill doesn't just mean "just use RTP and RPG Maker as minimally as you can", I think the aim is not to create things with just the RTP though if you're truly intending to go for a "feeling", especially if you want it to stand out amongst the crowd commercially. Unfortunately, cookiecutter RTP games(of any genre) do happen a lot and that does tarnish those with the skill to make RTP look good.
It's possible to create custom art with skills, but they take time. If you spend 20 hr creating a professional illustration, even if you have the skill to do so they cost $0, the real value of such illustration is actually $400 if your hourly rate is $20.
If a game has 20 pieces of illustration then then actual cost to create them would be $8000, even if the creator created them all by themselves.
I'm a professional illustrator with studio experience, even then I don't spend 1000 hours of my time creating tons of commercial quality art for my project even with the skills to do so, unless I feel the project will have enough commercial success to make 1000 hr of investment worthwhile. Now if I have an investor to sponsor me for the cost Id be happy to spend 1000 hr of my time creating art, or hire someone else to do it. As an indie dev there are some things that we can't do, due to the lack of time/money.
If a horror story has poor structure but good atmosphere, I'd at least look at it for a few more seconds, or even give it a chance. If a traditional shonen jrpg has poor structure and lacks quality presentation, I'd just skip it without ever giving it a chance.Maybe for you. An individual scene is not enough for me. If the story is crap, I'm not gonna enjoy it as much.
Maybe my threshold for "horror" is lower since I got scared easily. For example I actually find Undertale scary because of the overall atmosphere and graphic presentation. but not all the player find Undertale scary.I'll be honest, I don't get the whole "RM can create horror atmosphere easier" cause I cannot for the life of me take 2D horror games seriously as "scary" at all.
Horror games only got good as actual HORROR games when graphics starting getting good enough for strong immersion.
Usually horror games from before then were horror THEMED games, but not actually horror games.
I don't believe RM can do the horror atmosphere easier either, but I do believe they can give one a chilling experience. It all comes down to the writing.
For example, though it isn't anywhere near an RM game, 999 writes certain scenes with such gory and detailed descriptions that, even without an accompanying image, the player can't help but squirm due to being forced to visualize it themselves. This makes it worse than seeing it, and 999 isn't even a horror title!
It's not that RM "do easier" with horror since RM engine itself doesn't notice bonus points to horror, but more like RM game or indie game with limited resources can accomplish more using this formula with less resources. So they don't have to deal with showing their weakness to the players.