I don't mind blocky, 2d graphics. What I can't stand is bad animation (non-fluid or non-emphasized character movement) and tasteless art direction (games that don't vary the geometry and color of their objects and environments in an appealing way).
You are correct in thinking its supposed to look that way. Its supposed to appeal to fans of old school games such as Final Fantasy. That would be a game I wouldn't mind playing simply because the graphics harken back to the so called "golden age".
Its hard to say what games actually look bad and what games just have a different style. Banjo Kazooie doesn't look bad at all in my opinion in today's world, but take a game like...Perfect Dark, and those graphics are bland and lackluster. Nothing appealing whatsoever in that game.
You just picked a really bad example to support whatever argument you're trying to pose.
I'm a big fan of 2D graphics, and I think that in a lot of cases, sprites tend to age better than older polygon graphics. I'm a very vocal advocate for the Fire Pro Wrestling series, which had adhered to its sprite-based roots all the way up to its second PS2 release. It had some very solid gameplay fundamentals (which make up for some of its annoying gameplay flaws), and it came together to be a far more enjoyable game than any of the annual SvR entries.
I do acknowledge a lot of FPW's flaws, but the sprite-based graphics engine is one of the factors I place on the "Pros" pile, not the "Cons."
The game you linked to? I don't know enough about the gameplay, and I'm not a fan of JRPGs at all, but the graphics alone would not disqualify me from trying it.
Gameplay doesn't seem too bad. I've seen much worse graphics in games, that's relatively standard for a handheld console after all. I'd give it a try, unless the graphics were so bad that even Pong would spit in it's eyes. If it had eyes...
Yes I might avoid a game if it has bad graphics. Old games like Mario and Donkey Kong on the arcade did not have bad graphics, they had simple graphics. I consider bad graphics to be 3d graphics where polygons are too big/easy to see, horrible pop-up exists, if it's supposed to be realistic it doesn't look like it, objects phase through each other... The gameplay is still more important and I would buy a game with bad graphics if everything else made up for it. I wouldn't buy this example video's game because I don't like that style of games.
One last thing to add to my post, because I just thought of the best way to phrase it:
There's a difference between poor graphics and graphical limitations.
Look at any of the Mario games on the NES. Or any of the Mega Man games. These all exist on the same platform, using the same resources as DragonLance: Heroes of the Lance, and look at the quality difference. Hell, I've played games on the GBA and DS that weren't as good as the NES Mario games!
Then think about Mario 64, the Zelda games, Perfect Dark, and countless others, compared to a game like Superman 64. Some games can find ways to get more out of their limitations, and some just buckle and cave under the pressure.
Seeing as I wrote this [http://www.escapistmagazine.com/articles/view/editorials/op-ed/5266-Guest-Columnist-Spacewar-A-Journey-Into-Gaming-History], it may become clear that graphics don't mean that much to me, as long as the gameplay fundamentals are sound.
I was interested in what you had to say about Open Source hacking (in the good sense of the term - strictly speaking the 'other' is cracking) - as I got interested in programming through my initial exposure to videogames:
I'm not entirely sure if the version I played on the school's Research Machines 380Z was this 'Super Star Trek' as there were many variants. It probably wasn't as the version I was exposed to was written in Spaghetti BASIC, whereas the versions here all seem to be C:
http://almy.us/sst.html
Anyway it was seeing the source code responsible for bringing the game world to life that really inspired me. I suppose this is why I am still keen on developing my own open source videogames although I am currently focusing on making an environment/tools/language that will hopefully boost my productivity and allow me to tackle projects that would otherwise take an unfeasible number of man-years. They will still have 'bad' graphics though... which is my ulterior motive for starting this thread.
It would seem that all the people with taste that are here on the Escapist are prepared to look beyond surface appearance and judge a game on its gameplay. I feel greatly encouraged by this. I hoped that this would be the case, but I wasn't confident that the money spent on marketing games based on their presentation (with screenshots and then non-interactive, often faked, "gameplay videos" and the preponderance of the cinematic cut-scene), that games based on ASCII, or vector graphics, would be acceptable.
The game switched video modes once it drew the 'game world' to one that supported colour in order to draw the instruments.
This is even better visually. Solid graphics are superior to vectors as they can occlude threats leading to better gameplay. This is fine.
Very pretty and not to be rejected if you already own the hardware to run it on, but does it need to look this good for the game to work?
This Australian gentleman thinks he has built a PC that can definitively handle the game... he's mistaken.
This German Gentleman seems to have spent an awful lot of money and the game is still glitching.
This gentleman has gone to the trouble of building his own map so that he can reconstruct the Jungle Fight video used to hype Crysis.
This gentleman is getting deep into the nitty-gritty of the in-game interactive console to get the most out of it.
Finally, at least someone has found a way of making the game load faster, even though the screen looks like its about to tear.
P.S. it is possible to run Crysis on a Mac Mini (what I have), but you need to rip open the case and replace the slow hard drive.
The point of all this escapes me. I can only assume that these are hobbyists who enjoy building "gaming rigs" more than playing the games themselves. It looks to me that Crytek were wanting to engineer the most awesome graphics engine at any cost and then wait for the rest of the world to catch up, technologically. Their software wouldn't rust, people could increase the resolution beyond 1920x1200 and set all the options to Enthusiast and maybe turn on undocumented preferences with the console. Yet, I can't help but think it has backfired on them.
This may be a good simulation as far as its instruments go, but it really would have been better off not having the external view at all.
bad raphics to me doesn't necessarily mean 8-bit and 2D. I loved playing the retrogames and i appreiciate it more because it's only a few pixels per sprite. Bad graphics have more and more come to me as 3D rendering that doesn't look realistic that takes away from the appeal. Smash bros 64 and Tekken 1 & 2 looked so terrible even though they were new to 3D gaming, while older games like Donkey Kong Country and Street Fighter II still looked alright given that they look like what they're suppose to be rather than trying to look "realistic".
gameplay matters too of course, but bad games usually fail to meet one of the two requirements for a successful game. Gameplays sells quicker to players who aren't bothered by graphics too much. I'll even go as far as saying that some of these people don't appreciate the hard work the graphics team as all. It's a bold move i made, but i actually know people who are like this.
P.S I didn't like any donkey kong characters after the end of the their 2D sprites on country.
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