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Innovative visual design.

Posted: Mon Aug 31, 2009 8:31 pm
by kyraneth
What do you think of games where the visual design is completely new, innovative, and unseen before, from business stand point? I find it to be a huge risk for the gamers don't always welcome such drastic change with positivity.

I am talking about games like these:

flOw:

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Okami:

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and an upcoming indie game named sein:

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There was a game i can't remember it's name, the rendering made it look like an oil painting, it was named "love" or something similar.

Re: Innovative visual design.

Posted: Mon Aug 31, 2009 10:17 pm
by SpiritWebb
I welcome new things...new concepts, its what makes someone stand out. Its what we are doing with the game we are creating...though most has the standard, the backgrounds are being done different. A new technique that we haven't seen in a game before. So I welcome new concepts...:p

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 2:09 am
by Jackolantern
Out of all of those, I think that Okami was the safest. It still had full 3D environments, but just with a few new graphical techniques. As for the other two, I think they work for cheap, downloadable games, but I doubt they would work in AAA titles. Players would likely just see the "minimalist" design as a cop-out. Flow is pretty for a few minutes, but then you realize after playing for a little while that it is just tempest-style vector graphics with slick shaders.

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 3:03 am
by Noctrine
If you want innovative design. You want.

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Re: Innovative visual design.

Posted: Tue Sep 01, 2009 6:22 am
by kyraneth
Shadow of the colossus is an extremely inspiring game, i was going to name it in the list but then again i didn't want to make it a pic parade :D

Shadow is a great example of an innovative visual design AAA game, story was none existent, character development none existent, little mobs none existent. It's just you and the epic battle against the colossi. The camera placement was so beautifully done giving it cinematic quality, the soft blur making everything smooth, that and the biggest enemies in gaming history made this game epic. This game is actually my goal as far as what i try to achieve with my game.

But it was a gamble, gamers could have just refused the simplistic game design, and boycotted the game. Isn't their a certain criteria to play along to make it "safe" like jack said?

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 10:52 am
by Jackolantern
Yeah, Shadow was awesome :D However, I thought I remembered a bit of a story. I thought you saw an opening trailer, but there was just no dialogue. I guess that is not exactly a story, though, since it leaves it up to the player to interpret.

I also wish it would be re-released on a stronger system than the PS2, but I know that is wishful thinking.

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 12:00 pm
by kyraneth
I can just imagine it on a ps3 or xbox 360 *drools* :)

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 4:46 pm
by Noctrine
The story was existent. You just had to figure it out, it wasn't the deep final fantasy type story but it was all that was necessary.

Re: Innovative visual design.

Posted: Tue Sep 01, 2009 9:19 pm
by Jackolantern
Noctrine wrote:The story was existent. You just had to figure it out, it wasn't the deep final fantasy type story but it was all that was necessary.
That's kind of what I thought. It has been a loooong time since I played it, but I thought I remember silent cut scenes, although it did leave it up to the player to piece it together.

Re: Innovative visual design.

Posted: Thu Sep 03, 2009 2:19 am
by Noctrine
Yeah, basically Wander ran away with his love (who was sacrificed because she was cursed) and crossed into a forbidden land to bring her back to life. Knowing he would die in the end no doubt, he killed the colossi and absorbed the essence of this demon dude so that he could give it to her, to bring her back to life.