Monotony

I have a new crusade. Can’t we make more boring games? Or rather, since we have plenty boring-gameplay games already, and plenty boring-story games already, can’t we make more games that are boring to look at? This week I’ve been alternating between Eternal Sonata, which is opulent in colour, detail, variety and the number of irrelevant little translucent things floating around at any one time, and The Fool’s Errand, which is, well - see for yourselves:

EternalSonata

Fool's Errand

Which one has made the strongest visual impression on me? Fool’s Errand, no doubt. For those of you who aren’t, as I wasn’t, up on your late ’80s Mac puzzle games, The Fool’s Errand is a tarot-inspired precursor to games like the Professor Layton series. An over-arching story leads you from self-contained puzzle to self-contained puzzle, testing your memory, visual acuity, anagram instincts, logic skills and wretched, dogged persistence (unless you happen to like word searches). You can download it, and the executor needed to run it here, and I heartily recommend that you do. Not least because the graphical choices made out of necessity at the time mean it now looks both modern and timeless, which I swear isn’t a contradiction.

vibribbonIt’s got me thinking, though, about why there aren’t more monochrome games. Why were we so quick to leave black and white behind as we moved on from Pong and Spacewar!, and so quick to assume that these 15, 52, 512 or 16.7 million new colours were necessities not possibilities? Why, other than the small consideration of it being certain commercial suicide, did so few designers chose to keep things monotonous? Why can’t I think of a single voluntarily black-and-white game, from the last ten years, since my best candidate, Vib Ribbon, turns out to have a little hint of pastel indulgence in its scoring display.

However, to my delight, there’s a resurgence, led by those reliably awesome indiekids (even if they’re indiekids who’ve since been hired by the biggest game company in the world) behind Echochrome and Switch:

echochrome

Shift

Beautiful both. So that’s my new crusade: more black and white games. From now on, I spurn the false god that is colour and pledge my heart and my thumbs to my new messiah, monotony. Until, that is, someone goes and spoils it all by sending me a poster of Okami. Swoon.

Okamiposter

7 Comments so far
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It’s a very good point, though I’d argue that there’s a crusade to be made for greater use of vibrant colours in games (ala Eternal Sonata). I think far too many games at the moment have fallen into using really dull brown/grey washed-out look.

I’m all for realism at times, but what’s wrong with a bit of Sega-inpired palettes full of happy, bright colours - albeit in games better than those Sega are churning out at the moment.

What the world needs now, is Love, sweet Love.

Oboy, boring-to-look-at games! I wish I had more to show off of my game, all I can say at the moment is that its primary visual inspiration is “Trigonometry Textbooks of the 1970s”. With a dash of Oskar Fischinger.

[…] Monotony [Lookspring] […]

Interesting. Something you could try is turning your monitor or TV coloring off so that it’s all grayscaled. There’s usually a slider on your TV / monitor settings that allow this. Then try comparing modern and classic games and see if you observe any dramatic differences. I know monochrome is different than grayscale, but I think it’s worth investigating.

Also, some games have black and white settings built in. Call of Duty 4 has a cheat called “Cod Noir” which allows this. I think King Kong also has a similar setting.

Despite its use of vibrant colour, alas monotony is what you get in Eternal Sonata.



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