bartholen said:
CrazyCapnMorgan said:
The "fantasy" needs more "practical"...
OK. Just that statement right there makes me wanna slam my head in a wall. Unless that fantasy delves into concepts centered around practical things and practical means...it's a goddamn fantasy! Let it be what it is.
I tend to just take things in the context of which they are presented, laugh at the ludicrousness of some things and note the awesomeness of things that pique my attention, and just...play on.
But the problem is that the ratio of, shall we say, "sensible" fantasy visual design (think The Witcher, Game of Thrones and Dark Souls for example) as opposed to the ludicrous (Warhammer, JRPGs and basically everything by Blizzard) is completely out of balance, at least in video games. It certainly doesn't help trying to convince people of gaming becoming more mature when the most famous and biggest selling fantasy games still feature hulking wrestlers dressed in spiked shoulder pads bigger than their heads and lingerie models with skintight clothes and stilettos (I'm looking at you, female hunter from Diablo III). It just seems immature, and feels like pandering to the easiest demographic, ie. teenage boys craving for over the top power fantasy with some cheesecake on the side.
The same argument of mine applies as much to "sensible" as it does to "practical" when it comes to "fantasy", in any ratio. It's made up. Besides, the way I approach this issue is not in how "mature" their design looks, it's how "mature" it is all presented and in what context the developer decides to attempt to give it. I will agree with you, however, on the issue of pandering to the easiest demographic; but, let's face reality where it needs to be faced: that's what publishers
and developers both are going to aim for because making money helps to ensure they can go on to make the next project/dream/sequel on their list.
Take Dragon's Crown, for Christ's sake - yes their character design is
extremely over the top, but then, so are the rest of most of the characters you interact with in that game, especially Morgana, the weapon and armor dealer, and Roland the walking meat fridge. The story and the challenges in the dungeons, however, are nicely designed and does give me the sense of that old Golden Axe, side-scrolling dungeon feel, something I liked and appreciated back then. But you won't hear many people talk about the latter part of the game because too many people get caught up discussing the pettiness of the former. Almost, if not entirely, ALL of that game is designed "over the top", yet it works because ALL of it is designed that way. Consistency counts for that kind of thing, at least to me it does. Shock value, especially in character design, just for the sake of it really isn't appealing and, more to the point, is immature on both developer and publisher.
Now that I think about it, perhaps a thread discussing about a ratio of "sensibly" designed games to "ludicrously" designed games in the fantasy genre might be something worth exploring.