If a new game was made in a low poly art style, how big could it be?

If a new game was made in a low poly art style, how big could it be?

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Indie games have been trying for the last two years and they look like shit because it turns out you need actual skills to make good looking low poly stuff.

I'm looking forward to the day someone gets it right.

Minecraft is pretty low poly

It’s not out yet but what does Yea Forums of the visual style of Ooblets?

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the creatures are cute but i don't like the humans, they make me think of that YIKES: a postmodern rpg game

If its not an established franchise its very hard to market a new game that has unimpressive graphics.

I was thinking about that when I made this post. Look how vast that game is and it can be run on almost any device. If anything I think it proved that going a little low poly isn't bad and you could make a gigantic game if you scaled back a little bit.

I remember there being astronaut models for something that looked comparable to FFVIII posted in a few threads like these

At this point I think it could be considered an art direction if done right, same as 2D sprites.

Indie games ARE transitioning to low-poly games.
However most look like doo-doo because devs seem to think that low-poly models should be one-color-per-surface, which is an incredibly dull art direction.
Once they understand they still need to make actual (albeit low-res) textures as well, things'll look up.

Gee, I don't know.

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This.
Just like the still kinda ongoing ""8-bit"" meme graphics, the lazy attempts to cut corners by using low-poly looks seldom have actually worked so far.

The reason is simple: the truly good devs of the past had to make the little resources they had available into good use, often requiring them to go back to the very basics of art-design. Smart use of color theory and exaggerated shapes, for example.

Meanwhile, the typical "indie" dev just ditches textures altogether, and even does not enable basic mesh smoothing. Where as the true retro games tried their best to hide the rough edges, nu-retro shit highlight them.

Looks like someone made a game out of Kurzgesagt videos.

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whats the point in making new low poly games when a huge body of extremely well made ones from the 90's already exist?

And not replay Undertale?

Same can be said about the excessive amount of pixel art games but that doesn't stop from creative developers to add modern ideas to them

>what's the point of making new _____s when _____s already exist?
A profound question, you are a true philosopher.

-Can be used to create a distinct art-style.
-Less taxing on hardware = more potential customers.
-Cheaper and quicker to make. To a point.

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These?
I find 'em pretty basic.

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Konami's PS1-PSP era low-poly was the most aesthetics.
I would not mind playing games with this level of detail, especially if it'd mean flawless performance and insane amount of interaction with the whole world.

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I just wish those fuckers blinked.

But they do.
They literally have a weird overlay planes of closed eyes, that overlap the open ones every few seconds.

no one liked low poly, even back then

>Minimum requirements: i5 9600k, RTX 2060, 45gb free hard drive space

I did.
Now I LOVE it.

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Now this is an Aloy I can wife

Big Boss doesn't blink, prove me wrong.

most of the best older games with the best memorable moments probably wouldn't have been made if the hardware wasn't so primitive back then
it required developers to think creatively and think outside of the box.
So you know what would be a good idea? Purchase a ps1 or n64 development kit and create games with them. You'd be forced to actually make low poly low res texture models for the games and if someone were to say "hey this looks and feels like an old aesthetic console game" and the truth would be that it is in fact an old aesthetic console game

A modern low poly game could be the best of both worlds and take advantage of advances made since the 90s.

Think of how different modern user maps for Doom or Quake are compared to the vanilla levels. They're still low poly but they have more intricate architecture, larger spaces, and higher monster counts all without sacrificing the visual clarity of the original games.

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Lost in Vivo wasn't a big hit, but it was also horror, so you know.

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Low poly must be much harder than it looks. You'd think it would be easy to make something that looks like Virtua Fighter 2 but then you remember that VF2 was literal space age technology when it came out.

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