Chapter 880: We Are the Mainstream Art Style (Four Changes)
This painting style is a bit coquettish, flashing a lot of people's waists.
Everyone's first reaction was a little incomprehensible, Chen Mo was going to let himself go again?
I have to say that Chen Mo will always make some completely unexpected designs, and even completely contrary to the expectations of players.
While it's good to get some surprises on a regular basis, sometimes it's not good to have players doubt their IQ because of these surprises......
"Wait, I don't understand it, Chen Mo's new game, how can you play the card ventilation?"
"Oops, this isn't a card ventilation, this is...... Well...... Oil painting style! Watercolor Wind! ”
"In short, it seems to be a bit contrary to the current mainstream style...... Reminds me of the feeling of some comics. ”
"Yes, in fact, the scenery looks fine, mainly this character, it doesn't look particularly accustomed."
"But the style of the characters and the scenery is very consistent, no problem."
"Well, after all, it's Chen Mo, he can play how he wants......"
After discussing for a long time, everyone's consensus was that it was good, one more style of game, and there was nothing wrong with it.
But...... What kind of game is this game?
What kind of game would be made with this style of art?
Although most players have an unconditional trust in Chen Mo, seeing this style of painting, many people say "it's good", but in fact, their interest in this game has slowly decreased.
After all, the vast majority of people like to look at appearance, and for today's VR games, high appearance means realistic, realistic, exaggerated, and cool special effects, just like "Uncharted", just by seeing the subtle pores on the characters' faces, many players can't help but want to buy and buy.
I have to say that as far as the first original painting released by "The Legend of Zelda" is concerned, it is indeed not very attractive......
……
There are also some players who have expressed legitimate concerns about this style of art, but they ...... did not get any response from Chen Mo.
It's normal not to respond, in fact, Chen Mo's Weibo receives thousands of private messages every day, and it is unknown whether he will read Weibo private messages, let alone reply to private messages.
For Chen Mo, Weibo is equivalent to a platform for releasing news about new games, which is similar to the meaning of "Twitter governance" by a leader in his previous life.
In the headquarters, Qian Kun also asked the questions that many people were asking.
"Store manager, what's so good about this art style?"
Qian Kun knows very well, does this art style save time? It's not ...... Because most of the assets in the library are realistic, basically like "Uncharted" and "Assassin's Creed", doing this art style of "The Legend of Zelda" means that the project team's art needs to add a lot of extra work.
Especially considering that The Legend of Zelda is an open world with a relatively large amount of resources, this approach is even more energy-consuming.
However, Chen Mo had deliberately emphasized two key words before doing it: animation style and exterior light school.
The so-called animation style is a style with clear bright and dark sides. To put it simply, under real-world lighting, the light and dark sides are gradually transitioned; In many Japanese animations, the bright and dark sides are often summarized, and the gradient in the middle is omitted.
As a simple example, in some anime, for example, a character's green pants appear to be shadowed under the influence of lighting, then in reality and realistic art style, it should be gradual; In the animation, the entire bright side is light green, and the entire dark side is dark green, and there is a very clear demarcation between the two, and there are only these two colors, and there is no gradient color.
The Exterior Light School refers to the fact that when painting a landscape outdoors, because the light from the outside changes quickly, the painter needs to quickly grasp the characteristics of the scenery, use color blocks and brushstrokes to summarize the work, and complete the work before the color changes.
Specifically in "Breath of the Wild", it is a large color block, a hand-painted feeling, and an exaggerated atmospheric perspective, giving people the feeling of watercolor painting.
And in order to match this picture effect, the special effects in "The Legend of Zelda" are not particle effects, but frame-by-frame animations. This effect is clearer, more impactful, and more recognizable.
But for the art style itself, Qian Kun really can't figure out why he wants to do this style.
Chen Mo asked, "Then tell me about the advantages and disadvantages of this approach?" ”
Qian Kun thought for a while: "The advantage may be that the amount of rendering is very small, which reduces the burden on the hardware?" As for the disadvantages...... It's the opposite of the current mainstream art style. ”
Chen Mo smiled, Qian Kun has always been rarely responsible for art design, mainly in terms of systems and values, so it is normal for him, like many players, not to understand this style.
Chen Mo explained: "First of all, it greatly reduces the burden on the hardware, so that "The Legend of Zelda" can be played with high frame rate and high image quality on Sitch pro; The second is that this style hardly goes out of style. The physics rendering is updated every year, and the realistic style is getting stronger every year, and if you do it in a realistic style, the game's graphics will look outdated after a year or two. ”
And the most important thing about it is that it can highlight a kind of romanticism. The Legend of Zelda is not a blockbuster or history, it is a fairy tale, so, this style is the most suitable for The Legend of Zelda. ”
"As for going against the mainstream art style...... What is the dominant art style? What we do is the mainstream art style. ”
Qian Kun was speechless, held back for a long time and said, "...... Awesome. ”
……
In fact, in Chen Mo's previous life, the art style of "The Legend of Zelda" also caused some players to question it.
The core point that many people take to hack "The Legend of Zelda" is, saying so much, isn't your art style forced to do this because the function is not up to it? This is obviously a trick!
In fact, this argument is only ridiculed by many professionals.
Even on the powerful PS4, there are many games that don't use a realistic style, such as "Wind Journey".
It's not because you can't do a realistic style because you can't do it, but because the designer has combined the characteristics of the game to make the most suitable art style for his game.
In fact, in terms of the difficulty of art style control, the cartoon style is more difficult, after all, the realistic style can be done realistically, and the cartoon style needs to add a lot of art design to it.
Of course, it's not that the two styles are better or worse, but for The Legend of Zelda, which is a bit of a fairy tale, this animation style is the best art style.
Even for many players, The Legend of Zelda's art style is one of the most crucial pluses, and the most striking feature that sets it apart from other games.
Many players in the alternate world may not be able to understand what is so good about this art style, but that's okay.
When the game comes out, they'll understand.