Wednesday, September 28, 2011

Of functional concepts

As I've said before, games sometimes make me more polarized against some conventions - that makes games even more important for me. One of these polarizations regards concept art and the usual extravaganza that we know them for.

Concept art is all about functionality. A concept artist isn't just an illustrator, concept art isn't just about drawing things. You're creating a concept that has to be credible, something that has to work. At least, I mean, under a certain context, in some specific universe. Even fantasy worlds have logistics of their own, even if magic and teletransport and immortality rule some of them out. By saying that something has to work, a magic-fueled crossbow functional in a world where you can use your wizardry to kill, but you can't cast it from your fists or a wand or staff.

Outfits are where most concept artists ignore functionality - sometimes they think only of funcionality of machines. The outcome is pieces of clothing that make no sense (this time I'll ignore you, Japan and that Castlevania game you made for Wii), or that are virtually impossible to assemble, or simply ignore the logistics that involve clothing.


Voldemort is red-furious like that because he can't move (or is he choking because he can't fucking breath?).

As I said, I like the historical-realistic overtone to things, and this certainly will reflect in my future artworks. A low-class soldier may have fancier clothing than usual because war is glorious for them, but they can only impress their oponents with the rustic limitation of their own reality. They don't have the budget to assemble armors with golden ornamentations. A renowned, rich warrior could more easily afford one, and that's the reason why it has more impact. If the government is to provide uniforms for their soldiers, the logic is still same, it's logistically impossible to provide the best material for the majority of the 1000 men in the battalion, plus the elite wants to have more prestige.

But MMOs in special made it trite, as even the lowest characters start off with shining armorware. For this kind of game where Skinner's Box seems extremely essential, it's only absurd how they will neglect the importance of the concept art, as it can ruin the build-up of the experience. After all, status aside, how could there be a sense of accomplishment to get a new armor when your first one looks great already?

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