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Dithering Process, Return of the Obra Dinn (2017) (tigsource.com)
4 points by codetrotter on Nov 24, 2018 | hide | past | favorite | 1 comment



Came across this in a thread on Reddit. It’s been discussed on HN before as well but I think it’s worthy of being resubmitted.

Previous discussion: https://news.ycombinator.com/item?id=15766249

In that discussion multiple people said that they preferred the non-stabilized dithering, and they argued that that is “how it was” on the old 1-bit Macs.

“The original effect is how it's supposed to look and how it would have looked on an old computer with 1-bit graphics.” says one commenter.

I think these comments are missing the forest for the trees.

It’s not about faithful recreation, it’s about artistic inspiration and invoking certain feelings.

See also the talk “8 Bit & ‘8 Bitish’ Graphics - Outside the Box” by artist Mark Ferrari. https://www.youtube.com/watch?v=aMcJ1Jvtef0

If you artificially constrain yourself too much, your game will suffer and no-one will want to play it. On the other hand, if you can give a nod to the past and a feeling of nostalgia but at the same time acknowledge that we have had progress, and incorporate that progress in your game, then there is potential for a game that is actually fun to play.




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