History DoingItForTheArt / VideoGames

17th Sep '17 7:36:26 PM bt8257
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* VideoGame/{{Cuphead}} counts as well; it's being made by two brothers. who went through hand-drawing ''every single frame'' in the game to [[{{Retraux}} make it look like a 1930s cartoon]] and working for over two years just to make everything perfect.

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* VideoGame/{{Cuphead}} ''VideoGame/{{Cuphead}}'' counts as well; it's being made by two brothers. brothers, who went through hand-drawing ''every single frame'' in the game to [[{{Retraux}} make it look like a 1930s cartoon]] and working for over two years just to make everything perfect.
17th Sep '17 7:35:38 PM bt8257
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* The developers that made ''[[VideoGame/VampireTheMasqueradeBloodlines Vampire: The Masquerade Bloodlines]]'' stayed on for months after the company filed for bankruptcy without pay to release a patch that added a lot of content back into the game and fixed a whole host of bugs.

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* The developers that made ''[[VideoGame/VampireTheMasqueradeBloodlines Vampire: The Masquerade Bloodlines]]'' ''VideoGame/VampireTheMasqueradeBloodlines'' stayed on for months after the company filed for bankruptcy without pay to release a patch that added a lot of content back into the game and fixed a whole host of bugs.



* Creator/TaroYoko sees no point in merely copying what mainstream [=JRPGs=] have been doing for the last 3 decades, and thusly opts to make his games [[DeconstructorFleet as different from them as possible]] and attempts to create [=JRPGs=] geared for [[DarkerandEdgier older JRPG players]], even if it means that his games end up being niche titles with comparatively small budgets. What's even more remarkable is that after ''VideoGame/{{NieR}}'' sold modestly well in Japan but ended up being a bomb stateside, Square Enix became aware of its cult status and liked the game so much themselves that they not only funded [[VideoGame/{{Drakengard 3}} another entry]] in the ''Drakengard'' franchise, they also gave the go-ahead to [[VideoGame/NierAutomata a sequel to]] ''[=NieR=]'' itself... with some of the absolute best talent in the Japanese industry, including staff from Creator/PlatinumGames (of ''VideoGame/{{Metal Gear Rising|Revengeance}}'' fame) and Akihiko Yoshida, the character designer for ''VideoGame/BravelyDefault'' and ''VideoGame/FinalFantasyXIV''. All of this to make a sequel to a niche game that lost them money. Even Yoko himself thinks Square Enix must have been insane to greenlight the project.
* Tarn "Toady One" Adams is the sole developer (his brother Zach helps plan and design gameplay elements) of ''VideoGame/DwarfFortress'', an insanely complicated and detailed sim game. In [[http://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html an interview with the New York Times,]] he described it as his "life's work" and that it's entirely likely that it could be a full twenty years from now before he releases what he would consider v1.0. He has reportedly turned down six- and seven-figure deals to license ''just the name'' because he doesn't want it to detract from ''his'' creation.

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* Creator/TaroYoko sees no point in merely copying what mainstream [=JRPGs=] have been doing for the last 3 decades, and thusly thus opts to make his games [[DeconstructorFleet as different from them as possible]] and attempts to create [=JRPGs=] geared for [[DarkerandEdgier older JRPG players]], even if it means that his games end up being niche titles with comparatively small budgets. What's even more remarkable is that after ''VideoGame/{{NieR}}'' sold modestly well in Japan but ended up being a bomb stateside, Square Enix became aware of its cult status and liked the game so much themselves that they not only funded [[VideoGame/{{Drakengard 3}} another entry]] in the ''Drakengard'' franchise, they also gave the go-ahead to [[VideoGame/NierAutomata a sequel to]] ''[=NieR=]'' itself... with some of the absolute best talent in the Japanese industry, including staff from Creator/PlatinumGames (of ''VideoGame/{{Metal Gear Rising|Revengeance}}'' fame) and Akihiko Yoshida, the character designer for ''VideoGame/BravelyDefault'' and ''VideoGame/FinalFantasyXIV''. All of this to make a sequel to a niche game that lost them money. Even Yoko himself thinks Square Enix must have been insane to greenlight the project.
* Tarn "Toady One" Adams is the sole developer (his brother Zach helps plan and design gameplay elements) of ''VideoGame/DwarfFortress'', an insanely complicated and detailed sim game. In [[http://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html an interview with the New York Times,]] he described it as his "life's work" and that it's entirely likely that it could be a full twenty years from now before he releases what he would consider v1.0. He has reportedly turned down six- and seven-figure deals to license ''just the name'' because he doesn't want it to detract from ''his'' creation.



* ''Franchise/AssassinsCreed'' could qualify: SceneryPorn abounds all the way back to the very first game in the series, and the environments of each successive game just become more and more detailed. This even extends to the [=NPCs=], who don't ''need'' to often be placed where they are in the game, but it just makes the historical environments seem more alive. Several good examples of [=NPC=] placement come up in the most recent game, ''VideoGame/AssassinsCreedSyndicate'', where the player can wander the streets and rooftops of Victorian London and, among other things, find people posing for photographs, men playing crank-operated music boxes in parks, and chimney sweeps on the roofs doing their jobs. There's also the exquisitely recreated ([[AnachronismStew if sometimes anachronistic]]) landmarks in each of the games, ranging from the Dome of the Rock in the first game to Buckingham Palace in the most recent. On top of that, starting with the second game, there's an encyclopedia in each one which goes into great detail on landmarks and other events, even if those events and places don't play a major role in the story.

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* ''Franchise/AssassinsCreed'' could qualify: qualifies: SceneryPorn abounds all the way back to the very first game in the series, and the environments of each successive game just become more and more detailed. This even extends to the [=NPCs=], who don't ''need'' to often be placed where they are in the game, but it just makes the historical environments seem more alive. Several good examples of [=NPC=] placement come up in the most recent game, ''VideoGame/AssassinsCreedSyndicate'', where the player can wander the streets and rooftops of Victorian London and, among other things, find people posing for photographs, men playing crank-operated music boxes in parks, and chimney sweeps on the roofs doing their jobs. There's also the exquisitely recreated ([[AnachronismStew if sometimes anachronistic]]) landmarks in each of the games, ranging from the Dome of the Rock in the first game to Buckingham Palace in the most recent. On top of that, starting with the second game, there's an encyclopedia in each one which goes into great detail on landmarks and other events, even if those events and places don't play a major role in the story.



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-----* VideoGame/{{Cuphead}} counts as well; it's being made by two brothers. who went through hand-drawing ''every single frame'' in the game to [[{{Retraux}} make it look like a 1930s cartoon]] and working for over two years just to make everything perfect.
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6th Sep '17 7:27:30 AM ninjacreeper48
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* ''Super VideoGame/MeatBoy'' for [=WiiWare=] was canceled. Why was it axed, you ask? Creator/{{Nintendo}} would not increase the service's 40mb file limit and Team Meat--itself a two-man team--is not willing to stoop down to a file-size-induced PortingDisaster[[note]]The UsefulNotes/{{Steam}} version is around 230mb, for the record.[[/note]] that would have had, in their own WordOfGod, no Dark World (read: ''half'' of the game), no bosses, no leaderboards and a far smaller soundtrack.
17th Jun '17 8:19:24 PM nombretomado
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* ''VideoGame/SteelBattalion'' presents a GoneHorriblyRight example. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original Xbox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy...

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* ''VideoGame/SteelBattalion'' presents a GoneHorriblyRight example. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original Xbox UsefulNotes/Xbox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy...



* The {{Xbox 360}} version of ''[[VideoGame/DonPachi DoDonPachi: DaiOuJou BLACK Label]]'' ended up being a PortingDisaster. Why? After an investigation at Arika at [[Creator/{{CAVE}} Cave]]'s request, the source code was being held by a management company and 5pb., the company in charge of the 360 port, stole the source code from the [=PS2=] version. Normally, a company would sue 5pb. into next week. What did Arika do instead? After an apology from 5pb.'s [=CEO=], Arika's [=CEO=], Ryo Mizutani, forgave them and Arika Vice President Ichiro Mihara is now ''helping 5pb. make a better port of [=DDP: DOJ=].''

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* The {{Xbox 360}} UsefulNotes/Xbox360 version of ''[[VideoGame/DonPachi DoDonPachi: DaiOuJou BLACK Label]]'' ended up being a PortingDisaster. Why? After an investigation at Arika at [[Creator/{{CAVE}} Cave]]'s request, the source code was being held by a management company and 5pb., the company in charge of the 360 port, stole the source code from the [=PS2=] version. Normally, a company would sue 5pb. into next week. What did Arika do instead? After an apology from 5pb.'s [=CEO=], Arika's [=CEO=], Ryo Mizutani, forgave them and Arika Vice President Ichiro Mihara is now ''helping 5pb. make a better port of [=DDP: DOJ=].''
8th Jun '17 8:42:45 PM nombretomado
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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later BandaiNamcoEntertainment) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.

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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later BandaiNamcoEntertainment) Creator/BandaiNamcoEntertainment) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.



** ''VideoGame/{{Solatorobo}}'' spent ten years in DevelopmentHell and was only [[SavedFromDevelopmentHell saved]] due to [=CyberConnect2=] repeatedly approaching BandaiNamcoEntertainment with their idea for a SpiritualSequel to ''VideoGame/TailConcerto'', a little game that didn't sell so well.

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** ''VideoGame/{{Solatorobo}}'' spent ten years in DevelopmentHell and was only [[SavedFromDevelopmentHell saved]] due to [=CyberConnect2=] repeatedly approaching BandaiNamcoEntertainment Creator/BandaiNamcoEntertainment with their idea for a SpiritualSequel to ''VideoGame/TailConcerto'', a little game that didn't sell so well.
4th Jun '17 6:22:53 AM Ominae
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* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.

to:

* Localization example: in 2010, Creator/XSEEDGames formed a partnership with Creator/{{Falcom}} to localize some of the latter's games on the UsefulNotes/PlayStationPortable. Three of them are from ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' trilogy, which is known for having thousands of lines of text...''per game''. (Although no specific publishers were confirmed, that alone was apparently enough to have other publishers refuse to translate it.) Although the trilogy is popular in Japan, XSEED has to deal with a market in which gamers are either aren't familiar with the series or associate ''The Legend of Heroes'' name with Bandai's (later Creator/NamcoBandai) BandaiNamcoEntertainment) BlindIdiotTranslation[=s=] of the previous three installments. Needless to say, it takes balls for a game localizer, and a fairly new one at that, to localize that many games under such circumstances.



** ''VideoGame/{{Solatorobo}}'' spent ten years in DevelopmentHell and was only [[SavedFromDevelopmentHell saved]] due to [=CyberConnect2=] repeatedly approaching Creator/NamcoBandai with their idea for a SpiritualSequel to ''VideoGame/TailConcerto'', a little game that didn't sell so well.

to:

** ''VideoGame/{{Solatorobo}}'' spent ten years in DevelopmentHell and was only [[SavedFromDevelopmentHell saved]] due to [=CyberConnect2=] repeatedly approaching Creator/NamcoBandai BandaiNamcoEntertainment with their idea for a SpiritualSequel to ''VideoGame/TailConcerto'', a little game that didn't sell so well.
3rd Jun '17 2:48:31 PM nombretomado
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* ''VideoGame/TheConduit'', a FPS for the {{Wii}}, started in development without a publisher (meaning they had nobody to actually sell the game to stores yet), because the developers were sick of what they felt was developers shafting the system (they were known for making [[TheProblemWithLicensedGames licensed games]] for years, but that was more what's known as PayingTheirDues). From the interviews and the extensive soliciting of ideas and feedback, it's clear they were ''thrilled'' to finally get to do it for the art.

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* ''VideoGame/TheConduit'', a FPS for the {{Wii}}, UsefulNotes/{{Wii}}, started in development without a publisher (meaning they had nobody to actually sell the game to stores yet), because the developers were sick of what they felt was developers shafting the system (they were known for making [[TheProblemWithLicensedGames licensed games]] for years, but that was more what's known as PayingTheirDues). From the interviews and the extensive soliciting of ideas and feedback, it's clear they were ''thrilled'' to finally get to do it for the art.
20th May '17 10:05:35 AM nombretomado
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* Spiderweb Software seems to be aiming for this, but getting tripped up by its perpetual financial difficulties. ''VideoGame/{{Geneforge}}'' is a very unusual series best described as a westernized ''Franchise/ShinMegamiTensei'', and it's never really sold all that well, but the people who like it like it a lot. ''VideoGame/{{Avernum}}''......well, it's a popular series, but apart from its setting BeneathTheEarth it's [[FollowTheLeader pretty obviously]] an ''Franchise/{{Ultima}}'' clone minus the moral philosophy that made ''Ultima'' so different from other {{Role Playing Game}}s. Even the chief developer seems to have qualms about having made a series where, in his words, you "look around for people who look different from you, break into their homes, kill them, take their stuff, sell it, and use the money to buy better weapons to kill a higher class of people who look different from you." Between 2005 and 2009 it alternated between releasing ''Avernum'' and ''Geneforge'' sequels, the latter of which became increasingly dark and, to a certain extent, artistic, and the former of which [[{{Sequelitis}} soured on the fans a bit]], but still sold far better than ''Geneforge''. (As of this writing, both series have been discontinued in favor of a new IP, ''VideoGame/{{Avadon}}'', so it'll be interesting to see whether Spiderweb has finally managed to strike a balance between what the creators want to make and what the masses want to purchase.)

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* Spiderweb Software seems to be aiming for this, but getting tripped up by its perpetual financial difficulties. ''VideoGame/{{Geneforge}}'' is a very unusual series best described as a westernized ''Franchise/ShinMegamiTensei'', and it's never really sold all that well, but the people who like it like it a lot. ''VideoGame/{{Avernum}}''......well, it's a popular series, but apart from its setting BeneathTheEarth it's [[FollowTheLeader pretty obviously]] an ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' clone minus the moral philosophy that made ''Ultima'' so different from other {{Role Playing Game}}s. Even the chief developer seems to have qualms about having made a series where, in his words, you "look around for people who look different from you, break into their homes, kill them, take their stuff, sell it, and use the money to buy better weapons to kill a higher class of people who look different from you." Between 2005 and 2009 it alternated between releasing ''Avernum'' and ''Geneforge'' sequels, the latter of which became increasingly dark and, to a certain extent, artistic, and the former of which [[{{Sequelitis}} soured on the fans a bit]], but still sold far better than ''Geneforge''. (As of this writing, both series have been discontinued in favor of a new IP, ''VideoGame/{{Avadon}}'', so it'll be interesting to see whether Spiderweb has finally managed to strike a balance between what the creators want to make and what the masses want to purchase.)



* At a time when computer RolePlayingGames meant DungeonCrawling, the already-established {{Ultima}} series changed focus to dwell upon the nature of heroism being more about helping people than beating up goblins. The creators also insisted upon revamping the engine completely between each major installment, and making the world as interactive as possible.

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* At a time when computer RolePlayingGames meant DungeonCrawling, the already-established {{Ultima}} ''VideoGame/{{Ultima}}'' series changed focus to dwell upon the nature of heroism being more about helping people than beating up goblins. The creators also insisted upon revamping the engine completely between each major installment, and making the world as interactive as possible.
9th May '17 3:43:21 PM Yalsaris63
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* ''VideoGame/SteelBattalion''. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original Xbox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy...

to:

* ''VideoGame/SteelBattalion''.''VideoGame/SteelBattalion'' presents a GoneHorriblyRight example. Atsushi Inaba and company had to have realized how commercially infeasible such a HardCore RealRobot [[SimulationGame simulator]] would be, [[CrackIsCheaper requiring a US$200 controller bundle]] and an original Xbox if you didn't have one already, and [[SaveGameLimits the Roguelike approach to saving and death]] and [[BladderOfSteel no pause feature.]] [[spoiler:Unless you unplug the controller.]] And yet they STILL managed to release it for us to enjoy...
4th Apr '17 7:14:45 PM MJTrooper
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Elements like the BlooperReel {{Easter Egg}}s are definitely this. Not only did the devs see fit to include some voice acting bloopers, but they also animated them and even made a few custom sprites. All for something that can only be seen with a special button combination.

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** Elements like the BlooperReel {{Easter Egg}}s are definitely this. Not only did the devs see fit to include some voice acting bloopers, but they also animated them and even made a few custom sprites. All for something that can only be seen with a special button combination.
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