Great points Snader. I agree with everything you say. I'm a firm believer of finding that balance to make a memorable character. For instance, 'commander vanderhuge'. His outfit is very functional and aesthetically pleasing. My main issue with him is that if you put him into a group with his men, you will lose him in the…
I struggle with that all the time, especially with sci.fi. environments/machinery. I always want to know how the model would work and move, and often you see things that doesn't make sense to have there but it looks cool, and that's where I have trouble, because I want to put practical function for all things I put on it.…
I think it really depends on the game's artistic style, not every game calls for practical or realistic design choices. I don't think Gears of War for example would have benefited from more practical designs. The most important thing is that the designs all work together.
I prefer Skankers method, which is the opposite. 'Cool' comes from a design that is so well thought out that there are many interesting things featured or even hidden away. If a character design can impress you with how clever it is, that beats strapping 20 meaningless glowy bits (or belts, if it's a JRPG design) on to a…
Yeah you didn't get my point did you. It's not that i don't like hyper exaggerated girls. (fuck my internet history says everything but that), its simply that i prefer well thought out game worlds that have all the elements work in context. Tits for the sake of tits are on the same level as seeing a boom mike fall onto the…
I specifically didn't use the tumbler as an example because it is an actual functioning vehicle, so much so that it was featured on Top Gear. It isn't hard to convince an audience that a functioning vehicle works. But for a ridiculous flying thing, that's another story. For me the illusion was enhanced by to things 1)…
the fact that you've never seen anyone complain about design doesn't mean that nobody complains or notices such things. for example: http://forums.obsidian.net/topic/61306-armour-weapon-designs-a-plea-part-ii/ http://forums.obsidian.net/topic/60115-armour-and-weapon-designs-a-plea/ over 50 pages of discussion about fantasy…
I agree. Invertex, the whole point of making a product is to make as much money as possible. You're saying that they've spent millions to make a niche game for 13 year old breast appreciators? They want to sell ES:Online to EVERYONE. Especially, I would think, to fans of ES that don't play MMO's. So if anything this is…
Those were just two examples, not the only examples. I think to be over armored is just as bad as being under armored. Bikinis are fine so long as it is appropriate for the context eg beach volleyball game. But then again you want something that looks good, so as skankerzero says the trick is to strike a balance.
I get your point, but isn't it a little dangerous for coolness to form the sole basis of your design? I ask this because 'cool' is a very loose term and varies from person to person. For example lets compare the 'batmobile' from batman forever and 'the bat' from dark night rises. Batman is supposed to be a stealthy,…