The most important aspect of video game design
Posted: Sun Apr 13, 2014 8:41 pm
Forewarning: this is a rant. I've always had a hobbyist interest in video game design, dating way back to the days when I used to program in TI-BASIC over a decade ago. I kept up with the times as the years went on, always dabbling in different languages and engines but never really committing to anything. I discovered LOVE about 2ish years ago and haven't turned back! LOVE + Lua is such a fun language to play with. I think that's why most of us are here actually. But I realize I'm never going to accomplish much of anything until I become a competent artist.
Art: my nemesis, and the most important aspect of game design. "But certainly no more important than gameplay mechanics, or the story, or the audio, right? They're all equally as important!" I thought this too, but then I realized I wanted to produce something I wasn't somewhat ashamed of posting. I took a look at popular indie games, steam, ludum dare and other game jam produced games. Even if the art was extremely minimal/pixel based/color limited, it still had a strong aesthetic, a good sense or proportion, a pleasing color scheme, etc. Yes there are exceptions such as text adventures and ASCII roguelikes. How many of those games do you see winning ludum dare? Getting sold on steam? In the mobile world I see games getting judged almost exclusively on artwork. Just look at King's games: there's no gameplay innovation whatsoever, just really polished artwork and aesthetic design.
Stepping outside of LOVE for a second, there are a lot of tools (Game Maker, Construct, Stencyl to name a few) that help competent artists become game devs without needing to be competent programmers. How many tools are there that help competent programmers become game devs without needing to be competent artists? Uh....
So yeah, that's my rant for the day. I think I need to take a few months off programming, as much as I love it, and start doodling around with some drawings or something.
Art: my nemesis, and the most important aspect of game design. "But certainly no more important than gameplay mechanics, or the story, or the audio, right? They're all equally as important!" I thought this too, but then I realized I wanted to produce something I wasn't somewhat ashamed of posting. I took a look at popular indie games, steam, ludum dare and other game jam produced games. Even if the art was extremely minimal/pixel based/color limited, it still had a strong aesthetic, a good sense or proportion, a pleasing color scheme, etc. Yes there are exceptions such as text adventures and ASCII roguelikes. How many of those games do you see winning ludum dare? Getting sold on steam? In the mobile world I see games getting judged almost exclusively on artwork. Just look at King's games: there's no gameplay innovation whatsoever, just really polished artwork and aesthetic design.
Stepping outside of LOVE for a second, there are a lot of tools (Game Maker, Construct, Stencyl to name a few) that help competent artists become game devs without needing to be competent programmers. How many tools are there that help competent programmers become game devs without needing to be competent artists? Uh....
So yeah, that's my rant for the day. I think I need to take a few months off programming, as much as I love it, and start doodling around with some drawings or something.