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	<title>Game Magic &#187; Robert Gould</title>
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	<description>Putting the Magic Back in Magic Systems</description>
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		<title>Retro Gaming and the Pre-Raphaelite Brotherhood</title>
		<link>http://designingquests.com/?p=473</link>
		<comments>http://designingquests.com/?p=473#comments</comments>
		<pubDate>Sun, 12 Jun 2011 18:58:34 +0000</pubDate>
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		<category><![CDATA[Amnesia]]></category>
		<category><![CDATA[Demon's Souls]]></category>
		<category><![CDATA[King's Field]]></category>
		<category><![CDATA[Pre-Raphelites]]></category>
		<category><![CDATA[retrogaming]]></category>
		<category><![CDATA[Robert Gould]]></category>
		<category><![CDATA[Thief]]></category>
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		<description><![CDATA[The Pre-Raphaelite Brotherhood was a group of nineteenth-century English artists who chose to emulate the style of painters before Raphael. This stylistic choice was a deliberate, countercultural move that involved eschewing the muddied, realistic style of painting taught in contemporary art schools in favor of an ideal of perfection derived from early Renaissance, neo-medieval, and [&#8230;]]]></description>
				<content:encoded><![CDATA[<div id="attachment_475" style="width: 153px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/burne-jones-the-tower-of-brass-1888-mln.jpg"><img class="size-medium wp-image-475" title="burne-jones-the-tower-of-brass-1888-mln" src="http://designingquests.com/blog/wp-content/uploads/2011/06/burne-jones-the-tower-of-brass-1888-mln-143x300.jpg" alt="The Tower of Brass" width="143" height="300" /></a><p class="wp-caption-text">The Tower of Brass</p></div>
<p>The Pre-Raphaelite Brotherhood was a group of nineteenth-century English artists who chose to emulate the style of painters before Raphael.  This stylistic choice was a deliberate, countercultural move that involved eschewing the muddied, realistic style of painting taught in contemporary art schools in favor of an ideal of perfection derived from early Renaissance, neo-medieval, and Byzantine painting.  Art schools of the time encouraged their students to use a dull palette of grays and browns, even going so far as to prescribe the use of a wash or &#8220;gravy&#8221; to create a uniform and supposedly &#8220;realistic&#8221; appearance in landscape and portraiture.  The Pre-Rapahelites rebelled, favoring a palette of rich reds, golds, blues, and greens reminiscent of Byzantine mosaics, as well as a set of lighting effects often involving an otherworldly golden glow.</p>
<p>Above is a painting by one of my favorite painters, Edward Burne-Jones, which exemplifies that color and lighting.  Rather than attempting to render nuances of shading in the folds of the red cloth, Burne-Jones uses a pure glowing red that pops against the golden background: a trick used to great effect in the art direction of <em>Demon&#8217;s Souls</em> and its precursor, <em>Shadow Tower: Abyss</em>.</p>
<p>The Pre-Raphaelites exerted a powerful influence on some twentieth-century fantasy artists, such as Robert Gould.  Gould, one famed illustrator of Michael Moorcock&#8217;s <em>Eternal Champion</em> saga, formally organized a circle of artists who would emulate the Pre-Raphaelites.  The influence of the Pre-Raphaelites is readily apparent in this cover art from <em>The Knight of the Swords</em>, right down to color palette, lighting, and the crisp rendering of cloth in a neo-medieval scene.</p>
<div id="attachment_476" style="width: 310px" class="wp-caption alignleft"><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/robertgouldcorum.jpg"><img class="size-medium wp-image-476" title="robertgouldcorum" src="http://designingquests.com/blog/wp-content/uploads/2011/06/robertgouldcorum.jpg" alt="The Knight of the Swords cover art" width="300" height="300" /></a><p class="wp-caption-text">The Knight of the Swords cover art</p></div>
<p>There are many connections between videogames and the Pre-Raphaelites, including Irrational Game&#8217;s recent declaration of gray as the &#8220;color of girly-men&#8221; in their E3 manifesto on the art style of <em>Bioshock: Infinite</em>.  A videogame with a deliberately Pre-Raphaelite art style would be an interesting alternative to much of the gray murk found in RPG&#8217;s and shooters, and careful use of cel-shading and lighting could no doubt create a haunting, otherworldly experience in a fantasy RPG.</p>
<p>That said, the Pre-Raphaelites are ultimately less interesting for their specific stylistic features than for their deliberate decision to emulate a past style for a particular aesthetic effect.</p>
<p>Matthew Weise, the lead designer at M.I.T. Gambit whose insights I never cease to quote, has observed that indie game designers often see the art styles of games from the 8-bit, 16-bit, and 32-bit era as valid stylistic choices rather than limitations.  (Think <em>Cave Story</em>, <em>Braid, </em>or symphonically stirring chiptunes).</p>
<p>It&#8217;s because of the extended stylistic palette afforded by retro-gaming that I&#8217;m often more excited about discovering strange, obscure, or otherwise unique PS1 or Dos games than I am about playing recent current-gen games, and I find my backlog from 10 or 20 years ago much more urgent than the one from 1 or 2 years.  I&#8217;d rather be playing <em>Thief: The Dark Project</em> than <em>Dragon Age 1 </em>or 2<em>, </em>and a refrigerator box full of unopened Dos adventure games holds more wonders than most of IGN (as does the Japanese-only PS1 remake of <em>Wizardy IV: The Return of Werdna </em>and <em>Wizardry V: Heart of the Maelstrom</em> that I accidentally discovered while researching this post).</p>
<p>It&#8217;s not that older games are &#8220;better,&#8221; whatever that might mean, but that some of them have powerful design lessons to teach.  The first lesson I&#8217;d like to look at in a future blog post is that first-person perspective can be used effectively to increase immersion when players are allowed to do something other than shoot. From first-person dungeon crawlers like <em>Wizardry</em> blossoms a lineage that leads to <em>Thief</em>, the extended <em>King&#8217;s Field</em> franchise (including <em>Demon&#8217;s Souls</em>), and <em>Amnesia: The Dark Descent</em>.  And that&#8217;s why I temporarily rolled my nVidia drivers back more than a hundred releases this morning, because such a hardware nuisance is worth it to play a gem like <em>Thief</em>, even though I know I&#8217;ll have to roll them forward again everytime I want to work with 3ds Max or Unity.</p>
<p>More soon . . . </p>
<p><img class="alignleft size-medium wp-image-478" title="wizardry" src="http://designingquests.com/blog/wp-content/uploads/2011/06/wizardry-300x300.jpg" alt="" width="300" height="300" /></p>
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