Posted October 28, 2012
I'd rather have well-done 2d art that ages gracefully than early 3D which does NOT age well. Some games I cannot play due to so many jagged polygons and what I call Edward Hamhands Syndrome (where, due to the various limitations of the time, a lot of characters had hands that looked like hams).
About limitations and art style: the limitation(s) that were present in the late 80s and early-to-mid 90s are still there but they have changed forms. Now, instead of hardware and software we have financial limitations. In order to see this for yourself, ask an artist their going rates for whatever art style you are going for and you'll be floored.
Another point concerning art style is that it should actually fit the game. For example, take a look at Hotline Miami and I mean a good, hard look. The game is basically the anatomy of a psychological breakdown. For something as brutal as Hotline, you will need to have an art style that is sleazy, rough, and maybe ugly at times in order to leave a lasting impression on the player and maybe have them examine the game a bit further than "lol grafix suxxors!"
About limitations and art style: the limitation(s) that were present in the late 80s and early-to-mid 90s are still there but they have changed forms. Now, instead of hardware and software we have financial limitations. In order to see this for yourself, ask an artist their going rates for whatever art style you are going for and you'll be floored.
Another point concerning art style is that it should actually fit the game. For example, take a look at Hotline Miami and I mean a good, hard look. The game is basically the anatomy of a psychological breakdown. For something as brutal as Hotline, you will need to have an art style that is sleazy, rough, and maybe ugly at times in order to leave a lasting impression on the player and maybe have them examine the game a bit further than "lol grafix suxxors!"