drfate786 wrote: » This means that the style in which these assets are made will look entirely different and will simply not fit within the game's art-style, this ruins immersion and makes the game look like some asset store rip-off if done excessively.
noaani wrote: » drfate786 wrote: » This means that the style in which these assets are made will look entirely different and will simply not fit within the game's art-style, this ruins immersion and makes the game look like some asset store rip-off if done excessively. This isn't necessarily true. A part of being a commercial artist is that you create art based on the design decisions of your client. If Ashes have a strong design direction, they could outsource every art asset in the game to different studios and artists, and there would still be a strong coherence in the game. On the other hand, if they have a weak or non-specific design direction, they could have every art asset made in house and yet still not have any coherence at all among them. I do agree with your point about not having seen cosmetics in the games engine though, this is why I am only purchasing ones that really stand out to me - rather than any that I may potentially be interested in.
Wandering Mist wrote: » I can understand the concern. In fact, we brought this up in a recent podcast I was on, looking at the sheer amount of things that have been promised yet we haven't seen any evidence of yet. That said, one thing to keep in mind is that the art assets are usually finished first, and often near the end of the development cycle the art and animation team has relatively little to do. This is why a lot of studios have the art team do extra cosmetics to make a bit of extra money for the company.
drfate786 wrote: » noaani wrote: » drfate786 wrote: » This means that the style in which these assets are made will look entirely different and will simply not fit within the game's art-style, this ruins immersion and makes the game look like some asset store rip-off if done excessively. This isn't necessarily true. A part of being a commercial artist is that you create art based on the design decisions of your client. If Ashes have a strong design direction, they could outsource every art asset in the game to different studios and artists, and there would still be a strong coherence in the game. On the other hand, if they have a weak or non-specific design direction, they could have every art asset made in house and yet still not have any coherence at all among them. I do agree with your point about not having seen cosmetics in the games engine though, this is why I am only purchasing ones that really stand out to me - rather than any that I may potentially be interested in. That's the problem, the design decisions of the client are usually vague. Most clients will give you a piece of concept art and say: "This is what I want, make it happen". This leads to the concept art being followed to the letter but it also leads to these very tiny differences that people eventually notice. Here's an example: Let's say Fromm Software (creator of dark souls) agreed to do an outside contract for art assets. They receive the concept art in the most recent founder pack and stick with that design to the letter, they might introduce tiny details like specks of dirt or a rougher model that would go unnoticed at first glance due to it sticking to the concept art. Now let's say a different studio agreed to an outside contract for a completely different set, one that is the exact opposite to the darker themes of the most recent one. Ie, a high elven set or angelic one. They might not add specks of dirt or rougher details and might make it look more like something you'd see in final fantasy or Archeage. Now, we're at game launch. Both sets have been added in game and players begin to notice these distinct differences in the sets. Anuerisms are had, riots are formed and immersion is ruined for all. This is why contracting is bad for game assets, there's always these tiny differences that go unnoticed until it's too late.
drfate786 wrote: » Wandering Mist wrote: » I can understand the concern. In fact, we brought this up in a recent podcast I was on, looking at the sheer amount of things that have been promised yet we haven't seen any evidence of yet. That said, one thing to keep in mind is that the art assets are usually finished first, and often near the end of the development cycle the art and animation team has relatively little to do. This is why a lot of studios have the art team do extra cosmetics to make a bit of extra money for the company. Yet, we haven't seen any of these cosmetic packs. If they had the time and had completed some of them then why haven't we seen samples?
Amist wrote: » ...