Analog goods for a digital world
Speaking of records, these independent productions are characterized by a focus on corporate efforts on tangible collections of materials, including but not limited to physical copies of games, design work, and, of course, records. . Iam8bit, Lost in Cult, etc. “There's a reason why people are drawn to craftsmanship and drawn to those types of video games; the audience is the same,” said Dalton, Lost in Cult's head of design. said when talking about the ephemeral market of analog over digital. First world. “People who like beautiful video games or really precisely designed video games will also appreciate concrete objects that are precisely designed.”
Her colleague John Doyle says this is a big trend that extends beyond his company's customer base and is consistent with people looking to escape their digital environment by buying DSLR cameras and MP3 players. I think there is. “What we're seeing is that the majority of our audience at this stage is under 40, which is a trend with traditional video game products, which tend to get more expensive as you get older. “This is notable because Gen Z is primarily vinyl's biggest growth segment as well, but they've technically grown up without vinyl,” says Doyle. “The ability to hold an object in your hands and see the artist’s intent and creative process is second to none.”
And this is certainly not limited to indie games.In a huge game like Mario, the latest titles super mario bros wonder and princess peach showtime, Needless to say the whole paper mario The spin-off respects visual and performing arts equally. “Large studios and publishers are increasingly influenced by bolder proposals in terms of art direction, moving away from photorealism and leaning towards very unique art styles,” concludes Babouche. So, like most creative media, the indie pioneers of video game artistry seem to have paved the way for industry giants to quickly follow, but that's a whole other story (or gameplay). , I will talk about it another time.