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<blockquote data-quote="Staffan" data-source="post: 8729537" data-attributes="member: 907"><p>Dark Castle, actually.</p><p></p><p></p><p>And with 3e, we got more art focusing on individual elements. 3e had more art than 2e, but almost all of that art was focusing on a particular thing and not a scene. Each class has its iconic as an illustration, you have illustrations of individual items, feats, spells, and such, but there's almost never any <strong>context</strong> to these illustrations. For example, there's a pair of pictures showing Lidda dodging a ray spell cast by an evil cleric, but we only see Lidda herself, the cleric in question (from behind), and the ray. Nothing about where they are when the spell is cast or anything like that. The most background we get are pictures like this, where we see an adventuring party emerging from a doorway, but no context about where that doorway is or anything of the sort:</p><p>[ATTACH=full]257588[/ATTACH]</p><p></p><p>At the same time, this was when I first started seeing people talking about "builds", where people would theorycraft characters with little regard to their connection to the world they would in theory be playing them in. I wonder if this has any connection to the art also being disjoint from the place the characters are in. Compare this to something like this:</p><p>[ATTACH=full]257589[/ATTACH]</p><p>This doesn't just show a nasty creature as the picture's focus, but you also see the desert landscape below the belgoi, with a wagon being drawn by a mekillot (giant lizard), as well as the world's two moons hanging large just above the horizon. And even the more low-effort black/white internal illustration oozes feel:</p><p>[ATTACH=full]257590[/ATTACH]</p><p></p><p></p><p>I'm not the one the comment is addressed to, and I would certainly not say any such thing. However, good hand-drawn art isn't <strong>cheap</strong>. While my insight into RPG art and the art world in general is limited, I would suspect both that the equipment needed for digital art is cheaper than a fully equipped art studio (I mean, I don't even want to think about how much money I've sunk into mini painting, and I would guess that someone like Elmore or Caldwell has/had gear that was significantly better and more pricey than that), and that digital art can speed the process up by a significant amount, particularly in the sense of providing alternatives or alterations.</p><p></p><p>I also wonder if the existence of Magic (and to some extent other CCGs) create a bigger ecosystem where you have a larger number of skilled fantasy artists available, which would make it easier to commission high-quality art for your game.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8729537, member: 907"] Dark Castle, actually. And with 3e, we got more art focusing on individual elements. 3e had more art than 2e, but almost all of that art was focusing on a particular thing and not a scene. Each class has its iconic as an illustration, you have illustrations of individual items, feats, spells, and such, but there's almost never any [B]context[/B] to these illustrations. For example, there's a pair of pictures showing Lidda dodging a ray spell cast by an evil cleric, but we only see Lidda herself, the cleric in question (from behind), and the ray. Nothing about where they are when the spell is cast or anything like that. The most background we get are pictures like this, where we see an adventuring party emerging from a doorway, but no context about where that doorway is or anything of the sort: [ATTACH type="full"]257588[/ATTACH] At the same time, this was when I first started seeing people talking about "builds", where people would theorycraft characters with little regard to their connection to the world they would in theory be playing them in. I wonder if this has any connection to the art also being disjoint from the place the characters are in. Compare this to something like this: [ATTACH type="full"]257589[/ATTACH] This doesn't just show a nasty creature as the picture's focus, but you also see the desert landscape below the belgoi, with a wagon being drawn by a mekillot (giant lizard), as well as the world's two moons hanging large just above the horizon. And even the more low-effort black/white internal illustration oozes feel: [ATTACH type="full"]257590[/ATTACH] I'm not the one the comment is addressed to, and I would certainly not say any such thing. However, good hand-drawn art isn't [B]cheap[/B]. While my insight into RPG art and the art world in general is limited, I would suspect both that the equipment needed for digital art is cheaper than a fully equipped art studio (I mean, I don't even want to think about how much money I've sunk into mini painting, and I would guess that someone like Elmore or Caldwell has/had gear that was significantly better and more pricey than that), and that digital art can speed the process up by a significant amount, particularly in the sense of providing alternatives or alterations. I also wonder if the existence of Magic (and to some extent other CCGs) create a bigger ecosystem where you have a larger number of skilled fantasy artists available, which would make it easier to commission high-quality art for your game. [/QUOTE]
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