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I think Nick's right, and there's value in seeing all these amazing looking games... but! I agree that game art direction has gotten worse. Because all the limits are essentially gone these days, there are very few technical hurdles forcing people to make good art decisions.

Nicholas Kole - LBX #636@nicholaskole.bsky.social

A friend recently was reflecting that they felt art direction in games has gotten generally worse. I think it's a good use of our time & energy to celebrate the fact that while there are a lot of whiffs in the world today, the recent era has also seen some of the greatest of all time

This is a problem in both film and games, but it's also bleeding into illustration, animation, comics, basically all the creative industries We've reached a point where making pictures is easier than ever, so all the barriers that held you back and forced you to work smart are dissolving

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AAA developers are no longer tasked with coming up with an art style that fits gameplay restrictions, technical budgets, and art team capabilities The Good, Fast, Cheap triangle for video game graphics capabilities is going away, so suddenly high fidelity realism has become the default

This reminds me of something the devs on Doom 2016 and Eternal talked about that was cool. They tried very hard to optimize all their assets as much as possible so 2016 and Eternal especially could look great and run fast. Shame Dark Ages changed to ray tracing always on

I don't think the triangle has gone away, it just changed shape. It's easier to hit "fine" without sacrificing speed or cost, so studios are less likely to invest enough in "good". But "fine" is really just "engine defaults" and everything looks like AC or Fortnite.

To twist the analogy further, the "good" axis is probably still the same length, too - investment in quality has even more potential than it used to, but you have to sell that to the penny pinchers. And that counts for everything from VFX (Control) to fidelity (007) to art direction (MIO).

One of the larger points of separation between 'good' and 'bad' art direction that absolutely can't be fixed by tools or time is how effectively the art communicates and clarifies the experience. Even as technical hurdles to competent art lower I think the fundamental communication challenges remain