Tenacious-Techhunter said:
ShawnDriscoll said:
fusor said:
I think one of things I don't like about starship designs in the OTU is that there's not really much rhyme or reason to them. Other settings have a certain consistency to them - Star Trek with its nacelles and saucers, Star Wars with its 'letter-ships" and bulbous strutt-y rebel cruisers and TIE fighters and big triangular ships for the Empire, Babylon 5 with it's spinning section for Earth Force, and big fins for Minbari, etc. But the OTU? That's largely an incoherent mess. There's no real consistent design logic between the ship designs, no real sense of a chain of evolution from one ship type to another. Sure, the different races have different aesthetics -Vargr with their spiky ships, K'Kree with their big saucers, Aslan with their round nodular ships etc - but the human ships are just all over the place.
Did someone just compare big budget films that had industrial designers and concept artists, to a paper and pencil game that barely had an art department?
Game Designers ignore the expectations of their customer base, regardless of how reasonable or unreasonable, at their own peril.
as far as the radical differences in style and design of starships I think that could be expected. Each design house would have it's own take on Form and style. While it would be within a certain broad envelope a lot of variation would be common. Especially among humans who can't even agree on what to have for dinner much less style and design options for a starship. There would be the Form flows function route, with different ideas of how to execute that. Form over function types, If you can afford to waste space, and creds on a ship you like the looks of but isn't optimized to the last detail. And, of course, Designers who build ships as an art form.
As for the need to supply art that is to the high demands of the audience... with the ease of communications, artists that had no access to publishers back in the day can be used. Publishers have a much larger pool of talent to dip into. Having good art isn't dependent on random chance, or lucking into someone who has some skill who just happens to be within your general area/circle of associates.
However despite the abundance of artists, it is now more difficult to find artists who can do the sort of art needed.... As a rule, the audience has become more demanding. They have a very well developed taste for art these days. back when They were making "Star crash" and "Battle Beyond the Stars" audiences were relatively easy to please Now fifty/sixty years into Scifi as a visual art form audiences are much more demanding, and much more educated.back in the 50s to 70s very few people had any real grasp of the science behind scifi...they wouldn't be as prone to go..That would never work...so artists have to work harder to allow for reasonable suspension of disbelief.
This also applies to game art. Back in the early 80s I was happy just to have a quick line drawing or three. Look at the first generation of game books. the writers and creators were using art that whipped up themselves or paid a friend a few bucks to sketch out....Now like what was said above..If you skimp on art it bites you in the butt. Gamers just won't go for sparse, or cheap low-quality art, unless the quality of the game is well above average...
Since I started trying to publicly present art and game material even in a small community I have had to really up my game...of course having people around who don't shy away from being painfully honest in their opinions is a good thing... it forces an evolution of art, and game material to a more evolved state....