A very early decision for the game was this: Do I make it cartoon style silliness, in the
vein of the Munchkin card game, or do I opt for a more traditional,
semi-realistic fantasy setting?
I’m sure a lot of people would immediately answer that
question with “cartoon silliness!”. The
obvious thought is that you can do anything in cartoons, plus it looks more
interesting. Originally, this was my
thought too. However, as I dwelled on
the idea more, I started to realize that cartoon styling is actually quite
limiting. Realism won out because,
bizarrely enough, it allowed me more freedom than a cartoon world.
A cartoon world would be limited to toon-friendly
characters, as any creatures that are particularly horrific or vile or creepy
would lose that edge in toon form.
Realism thus allows me to let my dark and twisted mind run wild and not
worry about making it work in a toon style.
There is also one other big advantage to realism over
cartoons – the mind’s eye. It’s quite amazing
just how much a person’s mind will fill
in missing details when they are looking at something semi-familiar. It’s the reason why horror movies that don’t
show the bad guy / monster are much scarier than those that splatter blood
across the screen every five minutes.
The mind and its imagination work wonders in filling in the gaps whilst
keeping in line with the mood of the scene.
This same mind’s eye trickery works in games too, where character models
are not as detailed as real life, and things work differently than you might
expect. It’s okay because your mind will
ease you through it, ultimately creating a more interesting and detailed world
than any one game could. If I opted for
cartoon silliness, the mind’s eye factor would be gone completely. It only works when viewing things that have a
familiarity to the viewer, which mostly comes from their experiences in the
real world.
So I have opted for realism over cartoons. It’s certainly a lot more work to make
realistic models and scenery, but hopefully the end result will be a more
engaging world.
No comments:
Post a Comment