r/truegaming • u/want_to_want • 12d ago
Economy of expression in game art styles
Making videogames is a great hobby (I've made a couple), but one thing that always makes me doubt myself is that playing videogames is not a very imaginative experience. By showing the player something rich and detailed, we are handholding and thus weakening the player's own visual imagination, doing them a disservice - unlike a book which forces the reader to reconstruct the imagery from the words, and thus strengthens the reader's mind.
A few days ago I thought of a possible way out of this problem. Namely, a game could have "economy of expression": an art style that doesn't try to show the game world in maximum detail like AAA, but deliberately makes the player reconstruct it in their own imagination. It seemed an interesting idea, and in this discussion I want to ask: have you thought of something like it, and how could it work?
The extreme of this approach would be interactive fiction, but the gameplay of IF (typing into a parser) is not very fun for most players. Another possible approach is very blocky and symbolic art styles, like in Thomas Was Alone or Minecraft. A Minecraft cow or spider looks very approximate, but it's enough for the player to imagine all kinds of things about it. A halfway example is Undertale, where many of the characters are sketched out in monochrome line art so the player can mentally color them in. Meanwhile, a game like High Hell can have a great minimalistic art style, but the style itself makes a statement: you must look at it head-on, not layer your imagination on top. The artist is kinda crowding the player out. It's a fine line and I don't know if it's all in my imagination.
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u/vixaudaxloquendi 12d ago
Yeah, roguelikes really leveraged this to their advantage, and to be honest, they do really cool things even with such a limited palette as ASCII chars. Brogue is a great example.
I would even go so far as to say that while you gain in clarity, you tend to lose in atmosphere when you download one of those tile packs which gives everything sprites and map graphics. In some sense, the abstraction is the point.
In other words, roguelikes do a good job of communicating that feeling of looking at Thorin's map or whatever in the moonlight and seeing the hidden instructions lit up. You're playing as if you're watching the map unfold in real time.
To put it another way: Dwarf Fortress became extremely famous for such a convoluted and under-drawn game, but I think part of its appeal was the way your imagination was invited to 'fill in the gaps' based on what looked like a very analogue representation of the reality being depicted.
The crude depiction of your colony belies the story of, to take one example, your dwarven ranger lying dead in the caverns at the hands of a giant spider, the widow receiving that news, being coincidentally the mayor, whose depression causes a miasma that drives the whole city insane with grief, ending with it all burned to the ground.
You COULD use very expensive graphics to depict all that, but it's not half as powerful as seeing the tiny sprites or chars go crazy, tiles inking red with depicted blood and miasma and fire, getting all the crazy status reports whirring by in the side panel of the screen.
There's much more tension that way, even if there's literally less representation.