Gaming Indie devs and their obsession with pixel art graphics

Weebhunter3000

< mfw I read your post
Staff member
We have tools available for a single guy to make something like System Shock by himself. Yet the majority of indies insist on using pixel art. It’s not even good pixel art like Chrono Trigger, it’s 4-bit pastel colored vomit like UnderTroon. For the supposed golden age of indies I expected a little more diversity.
 
What's worse is the low poly shit like the tranny bloodborne psx. Absolute garbage. Ties in to how indie devs have a tendency to just copy a game from their childhood.
Forgot about that. PS1 graphics are not even good. I wonder if these devs are all projecting their fantasies onto their games as a form of therapy. The stories they write would make a lot of sense if true.
 
Pixelart is big cause its fucking cheap to make and run.
Retro ps1 graphics are popular because it will run on a Brapziillan computer and take a fiver indian / troon teenager 20 min to make.
That is it. Keep in mind that most games “look the same” cause half the background assets and textures are sourced from the same unity/unreal store packages.
You will either see pixel / low poly original assets or same 30 premade packages mashed up into a game, unless the game is made by an AAA studio.
 
We have tools available for a single guy to make something like System Shock by himself. Yet the majority of indies insist on using pixel art. It’s not even good pixel art like Chrono Trigger, it’s 4-bit pastel colored vomit like UnderTroon. For the supposed golden age of indies I expected a little more diversity.
As a guy who is embedded in gamedev, I can tell you that the reason is time. It took me half a year to learn programming, about one extra year to get good with it where I can prevent from writing myself into a corner. I now on top of that need to learn blender, graphics programming (I am somewhat proficient with that), low level optimalization, texturing. This took me my entire 3-year bachelor's program, and I got extra 2 years of masters for the rest. After this, I either find a job or I will be living off welfare like a loser… For something that may just fail. Full-time job would leave my with perhaps 3h a day to work on my game, unless I skip gym, social life and any other thing that isn't commuting or working on a computer (that's why troons get into it so easily btw). Game dev is pretty broad, and then I am not even going full on custom engine. If you want anything made, you need to keep your scope small, use premade stuff or make a team who can specialize in things. The last doesn't mean you are locked into a single thing, but you cannot be changing professions on a whim.
 
It was novel in 2010. The novelty of it was exhausted years ago. Find a new gimmick.
This. The point where it was actually refreshing passed eons ago, cutesy SNES inspires graphics and bloomslop that every modern open world RPG uses are two sides of the same shekel paid to underpaid tranny workers
Actually just kill the entire RPG genre already
 
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