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a stark change from chess to many grid based strategy games is how movement immediately gets homogenized. in chess every piece type has very different movement rules, but as soon as you remove the abstraction and put people in there like FE/FFT, suddenly it’s too weird for people to move that way

hm also i think one thing that makes simple graphics feel really good is they feel, complete? like, they’re consistent, a tile is just the unit the world is built with. something about that feels more solid in some ways, bc you won’t run into a big blurry stone texture and think oh it’s set dressing

paradoxical maybe,, i feel like it’s easier to make something /feel/ real by being obvious about the limitations, bc then your fidelity only needs to hit a certain threshold, and anything that hits that level is fully real within the world you’ve created, idk

i think that’s also a huge part of the value. high fidelity is so expensive and takes so long to make and requires such powerful computers and we line the earth and we work people to the bone and then we fire them when it doesn’t sell millions. and it’s NOT required to achieve the feelings they want

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yeah.. i think even just commonly accepted defaults like. i’m making a 3d game so i need a freecam immediately blow up the amount of environment art you need to do by like 20x