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Old 01-08-2010, 07:24 AM   #16
Dinonykos
Symbol of Cyric
 

Join Date: March 20, 2006
Location: Europe
Posts: 1,171
Default Re: Design Resolution

Quote:
Originally Posted by olivier_leroux View Post
Apart from UA, NWN and now DC, AGS is another of my favorite game 'engines'. I adore playing AGS adventures and would love to play yours one day!
Unfortunately, I see no chance that this thing will emerge from the demo status in the near future. I would need 3-4 weeks of completely free time together with another guy who developed the story together with me - but this is illusionary at the moment.

Hmm, again I caused a distraction from the original thread topic! I apologize... For those who do not now, Adventure Game Studio (AGS) is an editor for games like Monkey Island, Loom, King's Quest, Legend of Kyrandia (the latter made by Westwood, who also were responsible for the superb art of Eye of the Beholder 1 and 2 [I guess it was Dan Huling who transfered the respective walls to DC] and Lands of Lore) and so on.

This is not totally off-topic, though, since the situation in AGS is quite similar: You can chose between resolutions from 320 to 800 (1024?) px width, and in the beginning, I played around with high resolutions, but realized that the effort is (naturally! ) 4 to 8 times higher.
And, in my opinion, those adventures I have seen made in high-resolution do often not look better, since the authors often were not capable of using the hi-res in an appropriate way.

Thus, to come back to the main topic, as long as the hi-res is used in a nice way (Manikus' 3-D-model based art is a good example), I would of course prefer to play a hi-res DC game, as long as nothing else is different!

However, some designers may get lost in the process of producing hi-res art and come up with "empty-looking" designs, although they would perhaps have been capable of designing a nice 640x480 design.
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