History DoingItForTheArt / VideoGames

8th Dec '17 4:25:10 PM Angeldeb82
Is there an issue? Send a Message


* The VideoGame/TeamIcoSeries. Neither ''[[VideoGame/{{Ico}} ICO]]'' or ''VideoGame/ShadowOfTheColossus'' sold very well, but Sony continues to fund and support Team ICO because ''ICO'' and SOTC were met with universal acclaim from the press and gamers alike. They are considered two of the very best games on the [=PS2=] and any conversation about "games as art" will inevitably include a discussion of these particular examples.

to:

* The VideoGame/TeamIcoSeries. Neither ''[[VideoGame/{{Ico}} ICO]]'' or ''VideoGame/{{Ico}}'' nor ''VideoGame/ShadowOfTheColossus'' sold very well, but Sony continues to fund and support Team ICO because ''ICO'' and SOTC were met with universal acclaim from the press and gamers alike. They are considered two of the very best games on the [=PS2=] and any conversation about "games as art" will inevitably include a discussion of these particular examples.



* ''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.

to:

* ''VideoGame/{{Cuphead}}'' counts as well; it's being it was 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 worked for over two years just to make everything perfect.perfect. It paid off in the end when the game won Best Art Direction at [[https://www.gamespot.com/articles/the-game-awards-2017-winners-headlined-by-zelda-br/1100-6455467/ The Game Awards 2017]], as well as Best Independent Game and Best Debut Indie Game.
5th Dec '17 7:04:38 PM nombretomado
Is there an issue? Send a Message


* SWERY, creator of ''DeadlyPremonition,'' probably deserves an award for putting so much work into what most developers would consider a simple budget title. Like Remedy, Sweary and co. flew to Washington to gather research for the world of Greenvale. The game is filled with a lot of detail too, mostly with the citizens' schedules. For example, [[http://www.youtube.com/watch?v=-41YUSZ9VAg the sinner's sandwich scene]] is completely optional. When you beat the game once, you get to view a gallery filled with pictures they took while in Washington. Since food plays a big role in the game, one entire sub-gallery is nothing but FoodPorn.

to:

* SWERY, creator of ''DeadlyPremonition,'' ''VideoGame/DeadlyPremonition,'' probably deserves an award for putting so much work into what most developers would consider a simple budget title. Like Remedy, Sweary and co. flew to Washington to gather research for the world of Greenvale. The game is filled with a lot of detail too, mostly with the citizens' schedules. For example, [[http://www.youtube.com/watch?v=-41YUSZ9VAg the sinner's sandwich scene]] is completely optional. When you beat the game once, you get to view a gallery filled with pictures they took while in Washington. Since food plays a big role in the game, one entire sub-gallery is nothing but FoodPorn.
26th Nov '17 10:27:41 AM nombretomado
Is there an issue? Send a Message


* ''VideoGame/{{Shantae}},'' was released near the ''extreme'' end of the GameBoyColor's lifetime (2001!), and was put out by the then-unknown Creator/WayForwardTechnologies. The main character was based on random sketches from the creator's wife. The game features crazily detailed and fluid 8-bit animation, using a truly insane number of sprites (in some areas, Shantae is built out of several sprites so she can utilize multiple color palettes), and was done up in classic, "hardcore" {{Metroidvania}} format despite its cutesy cover. Did the game sell well? No. Did critics adore it? ''Yeah!'' For years, [=WayForward=] had been trying to make a sequel, and couldn't find a publisher, so they published it themselves on UsefulNotes/DSiWare.

to:

* ''VideoGame/{{Shantae}},'' was released near the ''extreme'' end of the GameBoyColor's UsefulNotes/GameBoyColor's lifetime (2001!), and was put out by the then-unknown Creator/WayForwardTechnologies. The main character was based on random sketches from the creator's wife. The game features crazily detailed and fluid 8-bit animation, using a truly insane number of sprites (in some areas, Shantae is built out of several sprites so she can utilize multiple color palettes), and was done up in classic, "hardcore" {{Metroidvania}} format despite its cutesy cover. Did the game sell well? No. Did critics adore it? ''Yeah!'' For years, [=WayForward=] had been trying to make a sequel, and couldn't find a publisher, so they published it themselves on UsefulNotes/DSiWare.
22nd Oct '17 6:53:17 AM KhesterBarbatos
Is there an issue? Send a Message


** Turned UpToEleven for the VideoGame/TheLastGuardian, a game that took an entire decade to complete and unfortunately lead to the effective dismantlement of Team Ico due to Fumito Ueda's uncompromising vision for it. It's amazing that the game even released, and that Sony continued to fund it's development all the way though even with the previous games in the series having lackluster sales figures.

to:

** Turned UpToEleven for the VideoGame/TheLastGuardian, a game that took an entire decade to complete and unfortunately lead to the effective dismantlement of Team Ico due to Fumito Ueda's uncompromising vision for it. It's amazing that the game even released, and that Sony continued to fund it's its development all the way though even with the previous games in the series having lackluster sales figures.
25th Sep '17 3:09:00 PM bitemytail
Is there an issue? Send a Message


* ''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 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...

to:

* ''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 UsefulNotes/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...
17th Sep '17 7:36:26 PM bt8257
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message



to:

----



* 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.

to:

* 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.

to:

* 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.

to:

* ''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.



-----

to:

-----* 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.
----
6th Sep '17 7:27:30 AM ninjacreeper48
Is there an issue? Send a Message


* ''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
Is there an issue? Send a Message


* ''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...

to:

* ''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=].''

to:

* 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
Is there an issue? Send a Message


* 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.

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 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.

to:

** ''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.
This list shows the last 10 events of 105. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=DoingItForTheArt.VideoGames