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Does Ashes of Creation look generic?

24

Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dizz wrote: »
    What it lacks might be its own style to make people immediately knows it's the AoC art style.
    Like you can tell it's a ghibli new anime or a JOJO new manga by the first look.
    This is closer to what Asmon was saying, yes.
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  • HinotoriHinotori Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Is the random ass side of a road generic? Yes.

    But then remember the scene of the tower of carphin and how most of us were all struck visually by its appearance (let alone how the zone changed)

    I think ashes is fine with its own established identity and that this will play out as release occurs and it establishes itself in the marketplace
    xrds4ytk7z7j.gif
    The world is beautiful whenever you're here.
    And all the emptiness inside disappears.
  • KilionKilion Member, Alpha Two
    NiKr wrote: »
    Kilion wrote: »
    I still don't understand why anyone would take any gaming streamers take as a leading opinion.
    It's usually about the overall picture of any given streamer. They all have their bubbles and echo chambers. Some streamers have huge bubbles. Asmon is one of those. And those bubbles then represent a general feeling of a particular audience of people. Asmon's audience is the wowheads in the late 20s-mid30s+, who could potentially be the target audience for Ashes.

    So when Asmon gives a certain take on Ashes and 80% of the chat goes "TRUE AND REAL!", you can get a general feeling about the opinion of similarly-minded players.

    Obviously I'm not saying Intrepid should only listen to Asmon or his audience. Fuck that. But know the opinion "from the other side" of the gaming spectrum is important. Because, at the very least, it can lead to reinspecting the current designs and maybe seeing a better approach to it, while not changing it completely.

    You couldn't be more right about the "WoWhead" part. I've seen this guy say that giving a player agency over the gaming experience of another player is bad game design. How the opinion of someone (and/or their agreeing community) who rejects the idea of an open MMORPG could matter for Intrepid in regards to their project is beyond me. Maybe that clip was out of context and he elaborated on it further but it is hard to soften that comment to point where it can still align with the base idea of Ashes. Player not only can but SHOULD have agency over the gaming experience of players on their server, that is the whole idea of the game. It rises and falls with peoples ability to organize and cooperate even at the risk of betrayal and conflict, a notion that is opposite of what Asmon suggested.

    To me that rules out him and the agreeing parts of his community as viable sources for feedback at least for all interactive systems that Ashes has.

    NiKr wrote: »
    Kilion wrote: »
    I think expecting Ashes to try and develop a "unique" artstyle beyond what they are desingning to be unique features of their world (like the Others and other races) at this point is just not understanding what the studios focus or being a bit over the top critical. Ashes doesn't have to be the game to end all games on every metric possible and it doesn't aim for that.

    And I agree. Like I said, we've yet to see the best locations Ashes has to offer. Seeing a Dunir metro would most likely be quite memorable. And I can't even imagine how the underworld will look, with all the tulnarian stuff. Well, I kinda can right now, cause I feel like it's gonna be a rainbow gradient on everything, but I do hope that we'll see more than that.

    And I absolutely agree, once again there are tons of people making judgements on an Alpha stage project like this is it and comparing it to finished games, like that would make any sense. But that's something I think I have discussed in the "Obeserving the development process" thread.

    The big POIs simply aren't being spoilered for hype, because it will be all the more satisfying for players to discover these things themselves, rather than be handed out the truly epic parts in some rendered trailer.
    The answer is probably >>> HERE <<<
  • MilotrixMilotrix Member, Founder, Alpha Two, Early Alpha Two
    I played the Apocalypse battle royale that AOC released back in 2019... and the graphics/visual appearance of the game didn't look generic at all... I don't think the showcase videos do the game justice of actually being in the game. The graphics was definitely impressive in Apocalypse, and if that is anything to go by as indication of what AOC will look like, then we're in for a treat.

    Also, the visual appearance of things has not yet been finalised/optimised etc, they are still working on that.

    Having said that, with the intention of the game having node sieges etc, which will potentially involve hundreds if not thousands of players at a time... then it is important that it's not just about appearance, but also performance.... and I think the AOC team are aware of this and are making sure to optimise performance as well, which means some visual flashiness may need to be potentially sacrificed, which I personally am completely okay with. I rather play a game that performs well over a game that looks amazing but lags to the point that it is unplayable.
  • LudulluLudullu Member, Alpha Two
    Kilion wrote: »
    You couldn't be more right about the "WoWhead" part. I've seen this guy say that giving a player agency over the gaming experience of another player is bad game design. How the opinion of someone (and/or their agreeing community) who rejects the idea of an open MMORPG could matter for Intrepid in regards to their project is beyond me. Maybe that clip was out of context and he elaborated on it further but it is hard to soften that comment to point where it can still align with the base idea of Ashes. Player not only can but SHOULD have agency over the gaming experience of players on their server, that is the whole idea of the game. It rises and falls with peoples ability to organize and cooperate even at the risk of betrayal and conflict, a notion that is opposite of what Asmon suggested.

    To me that rules out him and the agreeing parts of his community as viable sources for feedback at least for all interactive systems that Ashes has.
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
  • KilionKilion Member, Alpha Two
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.


    We basically agree on most points here. Ultimately Asmon is an online persona in need of games that can be played casually while entertaining a crowd, instead of a primarily passionate gamer just recording his gaming sessions. Which is fine, his success proves it works, but it also makes him part of a tiny minority of people that won't be the kind to sustain Intrepid. And I am confident that rather than Ashes abandoning its compelling features (that reward high commitment game play) they will see to it that entertainers will have their niche. The "bad" publicity that might come from skewed takes now will be put into perspective by people actually playing the game and looking at the A2 footage. Because just like Asmon has a primary objective that centers around his brand, Intrepid has a primary objective centering around their game. As long as cooperating with Asmongold provides them with players who by playing will be able to make up their own mind, it is worth having him as part of the content creator program.

    We can just hope people understand that his takes have to be taken with a grain (or a big pinch) of salt as he has to prioritize his brand over the consistent realization of Ashes' intended gameplay.
    The answer is probably >>> HERE <<<
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    Because compared to WoW, Ashes is likely to be "niche".
    Ashes is designed for a very specific playstyle rather than for broad MMORPG appeal.
    In this case - Asmon was not "shitting" on Ashes. He just shared some constructive criticism... and it mostly came as a stray thought. That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    But, then we can put that critique in perspective.
    Doesn't necessarily mean that the devs need to change their design approach.

    Ashes has not yet hit Alpha 2.
    The demo was for the new Cleric Active Skills - a second/third update of Cleric combat. It was not to reveal the second/third update on the Highwayman Hills location.
    A lot of the unique environment designs will come from Racial and Node Type influences. Not just with the buildings that appear when the Nodes progress, but also with the pre-existing ruins as they are occupied by different mobs and NPCs.
  • LudulluLudullu Member, Alpha Two
    Dygz wrote: »
    But, then we can put that critique in perspective.
    Doesn't necessarily mean that the devs need to change their design approach.
    I'm talking more about his general notes on gameplay and design preferences. He has several statements that go directly against AoC's design.
  • DepravedDepraved Member, Alpha Two
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.

    There is a lot to unpack in this post.

    I'm not going to be the one to do it, but wow.

    I'll just say that this isn't what Generic means. Especially not in this context.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    edited August 2023
    Every time I hear these people with 0 creative experience nor credibility, giving creative direction or giving their SUBJECTIVE opinions on what looks good I just eyeroll. It's like SHEIN/FashionNova giving their opinion to Tom Ford or Schiaparelli. Stay in your lane.
    m6jque7ofxxf.gif
  • DepravedDepraved Member, Alpha Two
    Azherae wrote: »
    Depraved wrote: »
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.

    There is a lot to unpack in this post.

    I'm not going to be the one to do it, but wow.

    I'll just say that this isn't what Generic means. Especially not in this context.

    so generic doesn't mean what generic means? suddenly tables arent tables anymore, so arent chairs. i reply based on objective definition of things. not on subjective definitions (unless an explanation is provided, then i would assume you are using that word for lack of a better one, which is understandable). im not a mind reader
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Azherae wrote: »
    Depraved wrote: »
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.

    There is a lot to unpack in this post.

    I'm not going to be the one to do it, but wow.

    I'll just say that this isn't what Generic means. Especially not in this context.

    so generic doesn't mean what generic means? suddenly tables arent tables anymore, so arent chairs. i reply based on objective definition of things. not on subjective definitions (unless an explanation is provided, then i would assume you are using that word for lack of a better one, which is understandable). im not a mind reader

    You do this all the time. You challenge something someone else is saying with simple terms by saying 'this is absolutely not true' and then claim objectivity without directly checking it. I don't know if you are ESL or not, that would explain this, but...

    Generic is defined as 'sharing a lot of similar properties with other things'. By the nature of a game engine's design options, the more 'normal' it gets, the more generic it must be almost by definition. The Highwayman Hills were beautiful, but UE5 means that... rocks look like rocks. Trees look like Trees. They're supposed to. They share a lot of similar properties with 'rocks' and 'trees'.

    I made a whole huge post praising those rocks and trees. But they're still generic.

    I wouldn't even engage you, except that the OP itself literally relies on this definition. The question isn't answerable reasonably if you're gonna be up in here challenging what generic itself means and talking about rendering pipelines.

    Don't you know how UE5 even works? That's... not even what it mostly does anymore.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    I'm talking more about his general notes on gameplay and design preferences. He has several statements that go directly against AoC's design.
    Of course... because Ashes is not designed for his playstyle. I think I said that?
  • DepravedDepraved Member, Alpha Two
    edited August 2023
    Azherae wrote: »
    Depraved wrote: »
    Azherae wrote: »
    Depraved wrote: »
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.

    There is a lot to unpack in this post.

    I'm not going to be the one to do it, but wow.

    I'll just say that this isn't what Generic means. Especially not in this context.

    so generic doesn't mean what generic means? suddenly tables arent tables anymore, so arent chairs. i reply based on objective definition of things. not on subjective definitions (unless an explanation is provided, then i would assume you are using that word for lack of a better one, which is understandable). im not a mind reader

    You do this all the time. You challenge something someone else is saying with simple terms by saying 'this is absolutely not true' and then claim objectivity without directly checking it. I don't know if you are ESL or not, that would explain this, but...

    Generic is defined as 'sharing a lot of similar properties with other things'. By the nature of a game engine's design options, the more 'normal' it gets, the more generic it must be almost by definition. The Highwayman Hills were beautiful, but UE5 means that... rocks look like rocks. Trees look like Trees. They're supposed to. They share a lot of similar properties with 'rocks' and 'trees'.

    I made a whole huge post praising those rocks and trees. But they're still generic.

    I wouldn't even engage you, except that the OP itself literally relies on this definition. The question isn't answerable reasonably if you're gonna be up in here challenging what generic itself means and talking about rendering pipelines.

    Don't you know how UE5 even works? That's... not even what it mostly does anymore.

    yes, i am ESL har har. english is my second language, so ill give you that. there might be a word with a specific meaning that i know, but that word might have second or third meaning that im not aware of. however, i think that argument is silly, because no one knows every word in their native language, or even every meaning of all the words they know.

    anyway, the reason i ask for clarification is because i often see people saying things like "well, that is MY definition of this thing" and thats why i say well, chairs will be something else and tables will mean something else as well.

    also (here we go again) what does the more normal in an engine means? do you mean the more close to a real object? do you mean the trees and rock that come pre-packaged with the engine? video games have tried, over the decades, the make games look more realistic...so now that's generic? wait what? i thought rocks were supposed to look like rocks and trees were supposed to look like trees. but that's engine agnostic. that just depends on how you draw them...

    anyways, my point is that that engine you use doesnt dictate the art style. for example, look at octopath traveler, triangle strategy and other games made with unreal 4, they all look different. the engine doesnt dictate the art.

    look at this video
    https://www.youtube.com/watch?v=milDEul8d1w&amp;ab_channel=MattAspland
    same game ran with ue4 and then u5. same trees, same water, same ground, same everything. you can say that ue5 has better illumination and better details, but that doesnt magically change the art style.

    thats why i say they are wrong when they say this looks like a generic ue5 tree or rock, because such a thing doesn't exist...

    edit: also remember that ashes was using ue4 and the art was used during ue4 era. so now they upgraded the engine, which is completely independent from the art, and they are using the same art style, but suddenly things look bad or generic ue5? literally doesnt make any sense T_T

    i would understand if you said, "well that rock looks generic", but not "well that rocks look ue5 generic" because there is no such thing...

    ive always thought something generic was something not branded.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Azherae wrote: »
    Depraved wrote: »
    Azherae wrote: »
    Depraved wrote: »
    Dygz wrote: »
    NiKr wrote: »
    Yeah, Asmon hates like a half of AoC's features. Which is why I said that him and the like-minded people should be just a general "check" for Intrepid to see if there's any other approach to their design w/o changing the core goal of that design.

    But I'm 80% sure Asmon gonna shit on the game when it releases, so I just hope it won't impact the game's popularity within its TA too much.
    That Highwayman Hills location looked like a generic UE5 location.
    He's not wrong about that.

    Well, he is wrong about that, and so are you. The graphics style is independent of what engine you use. An engine just provides pre made rendering instructions for graphics. it doesn't have anything to do with what style the graphics are.

    There is a lot to unpack in this post.

    I'm not going to be the one to do it, but wow.

    I'll just say that this isn't what Generic means. Especially not in this context.

    so generic doesn't mean what generic means? suddenly tables arent tables anymore, so arent chairs. i reply based on objective definition of things. not on subjective definitions (unless an explanation is provided, then i would assume you are using that word for lack of a better one, which is understandable). im not a mind reader

    You do this all the time. You challenge something someone else is saying with simple terms by saying 'this is absolutely not true' and then claim objectivity without directly checking it. I don't know if you are ESL or not, that would explain this, but...

    Generic is defined as 'sharing a lot of similar properties with other things'. By the nature of a game engine's design options, the more 'normal' it gets, the more generic it must be almost by definition. The Highwayman Hills were beautiful, but UE5 means that... rocks look like rocks. Trees look like Trees. They're supposed to. They share a lot of similar properties with 'rocks' and 'trees'.

    I made a whole huge post praising those rocks and trees. But they're still generic.

    I wouldn't even engage you, except that the OP itself literally relies on this definition. The question isn't answerable reasonably if you're gonna be up in here challenging what generic itself means and talking about rendering pipelines.

    Don't you know how UE5 even works? That's... not even what it mostly does anymore.

    yes, i am ESL har har. english is my second language, so ill give you that. there might be a word with a specific meaning that i know, but that word might have second or third meaning that im not aware of. however, i think that argument is silly, because no one knows every word in their native language, or even every meaning of all the words they know.

    anyway, the reason i ask for clarification is because i often see people saying things like "well, that is MY definition of this thing" and thats why i say well, chairs will be something else and tables will mean something else as well.

    also (here we go again) what does the more normal in an engine means? do you mean the more close to a real object? do you mean the trees and rock that come pre-packaged with the engine? video games have tried, over the decades, the make games look more realistic...so now that's generic? wait what? i thought rocks were supposed to look like rocks and trees were supposed to look like trees. but that's engine agnostic. that just depends on how you draw them...

    anyways, my point is that that engine you use doesnt dictate the art style. for example, look at octopath traveler, triangle strategy and other games made with unreal 4, they all look different. the engine doesnt dictate the art.

    look at this video
    https://www.youtube.com/watch?v=milDEul8d1w&amp;ab_channel=MattAspland
    same game ran with ue4 and then u5. same trees, same water, same ground, same everything. you can say that ue5 has better illumination and better details, but that doesnt magically change the art style.

    thats why i say they are wrong when they say this looks like a generic ue5 tree or rock, because such a thing doesn't exist...

    edit: also remember that ashes was using ue4 and the art was used during ue4 era. so now they upgraded the engine, which is completely independent from the art, and they are using the same art style, but suddenly things look bad or generic ue5? literally doesnt make any sense T_T

    i would understand if you said, "well that rock looks generic", but not "well that rocks look ue5 generic" because there is no such thing...

    ive always thought something generic was something not branded.

    Ah, well then yeah ok I see your point relative to that, I just once again didn't want you to get into a definitions debate unnecessarily.

    There is such a thing as UE5 Generic, but I am not necessarily agreeing with Dygz or Asmongold about if Ashes fits that description. UE5 Generic would be 'hey let's use some variations on the default UE5 rocks and textures for rocks'. Which would mean you see them all the time.

    Or 'using certain common sorta-presets in SpeedTree'. If you only show us rocks and trees and maybe a bridge or some doors, then it's 'unbranded' enough in my understanding that it counts.

    I don't know if it matters to you but I never intend to mock anyone when I ask if they are ESL, I'm genuinely trying to understand if the reason they have a different definition is because of their native language. It's part of my work.

    I think that people know that the art style is not defined by the engine. They're noting that if you don't define a specific art style, then the Engine causes it to look a certain way, like using a default font.

    Some people might think that Ashes currently looks like the equivalent of 'A Default Font' in terms of visual design. I'm not the type of person who is really all that capable of seeing it nor caring about it once you get to the higher levels of skill.

    If you think that Ashes doesn't look like a 'Default Font' then yeah, I think you really don't agree that it is Generic UE5 anything.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • DepravedDepraved Member, Alpha Two
    well i mentioned the assets that come pre-packaged with the engine. if they mean aoc looks like those assets, then i understand what they mean now...but id say thats still an art style. it could be that they have similar styles? plus we saw ashes artists back then drawing the world in the showcase of the tool they developed T_T
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Again - most of the non-generic buildings, and even the decor of ancient Ruins, won't be seen until Nodes begin progressing. And the demo was not focused on showing off how uber-cool the Highwayman Hills will be in Alpha 2.
    There's no reason to have a knee-jerk reaction to Asmon's critique.
  • Balrog21Balrog21 Member, Alpha One, Alpha Two, Early Alpha Two
    Despite what Mr. Wow had to say about Ashes Art Style, Intrepid's art team is KILLING it, hands down. No further discussion needed, but I am for the original posters sake.

    Do we REALLY want another WOW clone as far as art goes? Jeebous, I'm so sick of it's Disney on crack art I can't even stand to look at it anymore let alone play it, and everyone's copied it. Yes, even the oh so fabled Riot MMO...all their art style is, is two steps to the right from wow. An over exaggerated cartoon that we get to push around.

    We, the players deserve better, and thank the maker Steven decided to go 180 degrees away from WOW and all it's clones and gave us a realistic look with a little flair(style). I am 250% happy and content with that. Too bad someone won't make a video stating all the BAD things WOW has given us and the genre since it's release.

    The closet to ashes in my choice is Black Desert, and it's anime themed...wait...let's be real for a second. The environment in BDO is spectacular, but the PC's...not so much...the females with their long legs that reach to the moon, the furry nonsense, and the outlandish costumes. So let's be real, Black Desert is a beautiful world, but you boil it down and it's nothing more than a Street Fighter fashion show. Kung Fu'ing all around with the most outlandish and over the top gear someone can imagine. But with their own engine, there is still pop in trees, buildings, etc. and that is just tech/engine limits.

    So next was memorable.....I started wow at release and played hard n heavy until Cataclysm, then left it for good. I played RIFT until Trion ruined it, I played GW and GW2, Wildstar (wow clone art wise), LOTR online, DND Online (bad art all around for both), and numerous others. Wow has been around close to 20 years now, and it's no telling how many clones there are of it that have come and gone, but that Disney on crack art has been ingrained into our heads so much it is a no brainer it's easy to spot and tell where it came from, but as far as memorable? Not really much from wow for me.WOW had a great soundtrack and zone music, that helped sell wow more than anyone can guess or realize. Their compliment of colors in the zones and then amped up to 10 made wow work and them top is off with great music and wham, there you have it. No buildings stood out besides looking almost ridiculous. The elven village in RIFT when you hit level 13 was more memorable to me that anything in all the mmo's I've played, and that was because of the design of the buildings until I played Alpha1, I had so many memorable scenes from it it's not even funny. My favorite being climbing on top of the big arch over the sea...that was epic and breathtaking, and that was in Unreal4, no telling how much they are going to blow us away with all of 5's capabilities.

    Now, Baldur's Gate3 is on the scene and everyone is going gaga over it...it has a realistic style like Ashes so where does that leave us?

    Ashes of Creation has it's own style, you just have to look, and no it's not going to be glaring at you in the face like WOW or Riot or GW2, but it's there and when you see it and recognize it, it's stellar. Not every place can be OMG memorable, but I think Steven and his team will excite us and surprise us to no end when we finally get to step foot into Vera for Alpha2.
  • SweatycupSweatycup Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    It does look a tiny bit generic, but after so many years now of world building in gaming, in some way what game does not look "Generic". I'm less concerned about "Generic" and much more worried about "Image Pop" of the art direction. This could use more work. The world does not seem thriving by itself but a bit sparse. Tower of carphin was a good example where alot of people said the tower seemed like a empty space around the tower sky area. Even souls flying around or something after getting corrupted would of really help fill the space. I mean you could gain inspiration from the cosmos about crazy planets and the crazy weather like raining crystals or magma and stuff... But im sure somewhere its been done anyway. What i mean by image pop is that the art direction should jump out to grab your attention. I'm not a artist, maybe im not the best person to ask however but those are my thoughts. Also less concerned about looking generic and im worried about playing generic. So much is being done with AI that within 5-10 years from now im sure we will see AI used in all sorts of ways in MMO's. It might just take time to creep in. A game without this might soon be seen as old and dated. For model creation AI is starting to be used, for dialogue AI is being used, for npc's that machine learn as unique personalities AI is being used.

    There is always more that could be done but as i say no matter what you do in life someone, somewhere is going to be displeased with you for whatever reason. I would not say it's in a bad place, AoC is definitely looking good. Maybe it's just not what some of us "Expect" it should be fully.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Again... what Asmon suggested for Highwayman Hills was to add some banners (which would not be on ancient Ruins that are thousands of years old).
    Or to add some pikes with Zombie heads or Minotaur heads (which we probably wouldn't see until the Nodes are activated and the Ruins are occupied by mobs/NPCs depending on the progression Stage and Racial population of the Node).
    Node progression and Seasons also dictate mob population and Nodes probably were not activated for that demo. Same for Tower of Carphin. And... we are not at the start of Alpha 2.
    At the start of Alpha 2, we won't even have all the Primary Archetypes implemented - they will be added as Alpha 2 continues. Which should expect the same to be true of mob types and mob density.


    So... even if agreed that that Highwayman Hills Ruin looks like a generic UE5 building right now - that's not inherently a problem.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Balrog21 wrote: »

    Now, Baldur's Gate3 is on the scene and everyone is going gaga over it...it has a realistic style like Ashes so where does that leave us?

    Not every place can be OMG memorable, but I think Steven and his team will excite us and surprise us to no end when we finally get to step foot into Vera for Alpha2.
    Also, Baldur's Gate 3 has been released. And Ashes Alpha 2 has not started.
    It is quite likely that the distinguishing assets Asmon suggested would spruce up those Ruins might scheduled for implementation by the start, middle or end of Alpha 2.

    Doesn't hurt anything to provide constructive criticism early - that's the kind of bug/feedback we should expect to be reported at this time of development. Doesn't mean the devs don't think the same thing and already have plans for the distinctions to appear months from now.
    "Yep, we know. Already scheduled to add that later..." is a common dev response when reading bugs from QA.
  • HeetCrusherHeetCrusher Member, Alpha Two
    edited August 2023
    I don't think so at all. I think the art style in Ashes is gorgeous. A lot of people saying it does not have it's own style are coming from WOW. Sorry but cartoony graphics I feel are bad. I prefer photo realistic art style myself. But to each their own. There is nothing wrong with the art style. It is beautiful.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Makes me laugh when Ashes is called generic, what do you, person(s) want grass to look like? Razor Ribbons?

    Choosing the most superficial and unimportant aspect of a game, how shallow.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I don't think so at all. I think the art style in Ashes is gorgeous. A lot of people saying it does not have it's own style are coming from WOW. Sorry but cartoony graphics I feel are bad. I prefer photo realistic art style myself. But to each their own. There is nothing wrong with the art style. It is beautiful.

    You don't think it looks a little bland some places?

    For an example of what I'm talking about:

    6o8dcu2br9ia.jpg

    I get that this is photorealistic type, but at the same time, what really stands out about it that you could say is distinguishing?
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    You don't think it looks a little bland some places?

    For an example of what I'm talking about:

    6o8dcu2br9ia.jpg

    I get that this is photorealistic type, but at the same time, what really stands out about it that you could say is distinguishing?
    I feel like this is a trick question and that is not AoC :D
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Azherae wrote: »
    You don't think it looks a little bland some places?

    For an example of what I'm talking about:

    6o8dcu2br9ia.jpg

    I get that this is photorealistic type, but at the same time, what really stands out about it that you could say is distinguishing?
    I feel like this is a trick question and that is not AoC :D

    Just use Google's reverse Image search and scroll for a bit (they have AI now so it tries to match by theme first).

    I understand your suspicion though, I am that sort of person, I fully admit.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • willsummonwillsummon Member, Alpha Two
    edited August 2023
    The dirty little secret is that MMOs are always a few generations behind in graphics compared to single player games. That is because an MMO has a massive overhead that MMOs have to deal with in having near countless players on the MMO's servers.

    Ashes of Creation looks fine as it is. This is great. To put this in perspective, saying Ashes of Creation looks "generic" is like comparing a pretty farmer's daughter to a beautiful princess in full regalia.

    Well, Ashes of Creation is not even in beta yet. She does not have her hair done, make-up on, with a nice dress and jewelry.

    Still, without all that, Ashes of Creation still looks nice.

    Ashes of Creation graphics can always be tweaked later. There are so many other things that need to be focused on first.
  • DepravedDepraved Member, Alpha Two
    Azherae wrote: »
    I don't think so at all. I think the art style in Ashes is gorgeous. A lot of people saying it does not have it's own style are coming from WOW. Sorry but cartoony graphics I feel are bad. I prefer photo realistic art style myself. But to each their own. There is nothing wrong with the art style. It is beautiful.

    You don't think it looks a little bland some places?

    For an example of what I'm talking about:

    6o8dcu2br9ia.jpg

    I get that this is photorealistic type, but at the same time, what really stands out about it that you could say is distinguishing?

    lets include the hud, ui, character and npc / mobs looks, etc, because all of those are part of ashes, not just rocks and grass, then lets see if it looks generic. even without polishing, it looks branded (minus the ui)
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