Old video game advertisements
retrocgads.tumblr.com
retrocgads.tumblr.com
I think graphic design becoming much faster and cheaper, and elaborate custom-designed and custom-printed/manufactured signage, wraps, et c., becoming far cheaper to make, is part of the cause.
I also suspect much of this is a very visible case of Graeber's "Bullshit Jobs", specifically of the "zero-sum competition" variety—which makes sense, given the relation of this to marketing and ad-spending. I don't think Target having the entire facade of its buildings designed & built to be "on brand" does very much good of any kind, per se, nor do brand-driven price tag or end-cap sign designs and such, and the (apparently) increasing tendency to tear down rather than repurpose—I assume because making the old building fit your design system would cost about as much as building new, anyway, and if you build new you also get... a new building—sure seems socially harmful. However, they feel they have to, so they don't look shabby next to all their competitors.
Note how design-focused companies like Apple almost never use it. It’s mostly used by Facebook and Google, who aren’t know for sophisticated design.
[1] http://mattjfuller.com/wp-content/uploads/2020/05/DSC_0702.j...
I suspect that in 30 years the corporate Memphis style will be a selling point where yet-to-be-born designers try to revive some "Retro Cool".
Scans of every issue of Computer Gaming World, ads and all.
> In my job I work with professional programmers working on personal computers. I have met hundreds of such programmers and have developed a good feeling for their characteristics as a group. I can say with sad certainty that the average programmer is not sharp enough to write good wargame programs. Very few programmers in this business are bright enough to handle the task. Most programmers work in BASIC, a language for beginners. Even among programmers producing commercial software for personal computers, fluency in assembly language (the most powerful language) is rare. It is impossible to fully realize the power of a personal computer without using assembly language.
You were all but guaranteed a BASIC in most late 70s/early 80s home computers. It was frequently optimized for development cost and ROM size-- so "it fits into 4k or 8k" was more important than performance or quality of life features. The canonical example of this problem was Commodore's 2.0 BASIC-- incapable of accessing almost all of the machine's graphics and sound capacities without resorting to peeks and pokes. Even if you could fight through that, it wasn't going to be possible to maintain smooth animations or do cycle-precise operations.
The other available option was assembly. Most platforms had some assembler/monitor package available for fairly cheap, or even built into ROM.
The solutuons you'd expect to fill the gaps simply weren't there. You didn't see too many compiled languages (which could close the performance gap) likely because compilers of the time were typically expensive and commercial, and often required fairly big hardware (disc drives and more memory) to run on. If you had a VIC-20 or ZX80, there was barely room for any nontrivial code, let alone a compiler to toss around intermediary state.
RSS is also available: https://retrocgads.tumblr.com/rss
Don LaFontaine of movie trailer fame narrates this Perfect Dark commercial: https://www.youtube.com/watch?v=yrM3EETABK0
It was a picture of someone putting a fork into a toaster with the caption "there's an easier way to get force feedback...". I want to say it was for something in the Microsoft Sidewinder range, but I can't find it! It's stayed with me though as I thought it was both clever and terrifying!
Might even be in that collection somewhere...
I noticed the Wayback Machine doesn't fare well with Tumblr and images.
Graphics Meltdown. That's right, now we have some textures.
These days there's still a lot of boundaries being broken but it feels less pronounced than it did in the 80s and 90s. The difference between HD and 4k is pretty small from a reasonable viewing distance vs the difference from SD to HD. Never mind the jump from 8 bit colour pallets to 16 bit colours, CGA to VGA, or even the first time I hooked up a colour monitor to my Amstrad after using a literal green screen for years.
A lot of high end tech is becoming more accessible, and I think because of this, will also become more modular. I'm excited for it.
I'm not saying it isn't happening. I just think it's less dramatic. The examples you've given are all significant in adding to the realism of a game but it still doesn't have the same impact that previous leaps in tech did. eg no kid chats to his mates in the playground about how much more real someone hair looks in a game.
Here's resident evil 6 on the PS3. Look at the roofs and floors, and what the monster skin looks like. Lighting is very glowy and has that heavy bloom effect that was popular at the time. https://www.savegamedownload.com/wp-content/uploads/2017/11/...
Here's resident evil 8 (I think on Xbox?). Even on the other end of the room you can see details in the wood paneling. The lighting feels more realistic. The reflections off of the floor varying by material and angle are particularly nice looking. The chandelier looks very intricate whereas in an older game it probably would have been comprised of 2D slices or something.
https://i0.wp.com/techstomper.com/wp-content/uploads/2021/05...
Are these things you notice once you get playing the game? Eh... probably not.
I remember seeing a blurb in a magazine for Morrowind (two years before it came out) with a picture of a dark elf's face and thinking that there was no way I would ever own a computer capable of rendering that.
It's not an age thing. It's about graphical updates becoming an advancement with diminishing returns given we only have a limited visual acuity to begin with.
This is why engines have to work on smarter lighting effects, more realistic physics of water, hair, etc to step things up (or pivot to entirely new technology platforms like VR or AR). But the thing with more realistic physics is that they're not always really obvious. That's in part because there's a law of diminishing returns there too where previous generations of game engines would get progressively better at simulating these effects. So unless you're really looking out for the differences, a lot of the improvements will be easily overlooked (though I'm sure they're at least picked up at an unconscious level).
But when you go from monochrome to 4 colours. Or 4 to 16 colours to 256 or several million, that difference is very noticeable because the limitations were very noticeable too. And those were the changes that happened to gaming during the 80s and 90s.
> I literally couldn’t tell you a difference between the last two generations of PlayStation and Xbox
Exactly.
> but both consoles have their fan communities.
Of course they do. You'll find fan bases around most things. That doesn't prove anything other than humans being largely pack animals and habitual.
https://en.wikipedia.org/wiki/Game_Over_(video_game)
That and Barbarian...
Gotta say though, seeing quasi-cubist art, for ‘Hyperblade’, is a bit of a pleasant surprise. Even if it's quite in vein of business magazine illustrations from the 90s to this day.
"quit smoking? Hey, you've got two lungs!" https://retrocgads.tumblr.com/image/663553593320898560
edit: they also have Chuck Rock! https://www.etsy.com/listing/690598064/1992-chuck-rock-super.... This is bringing back good memories.
"How many different a fonts can we jam into a single ad!?"
Apparently all of them!