{"id":30671,"date":"2016-02-13T18:15:52","date_gmt":"2016-02-13T23:15:52","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=30671"},"modified":"2016-02-13T18:27:32","modified_gmt":"2016-02-13T23:27:32","slug":"the-altered-scrolls-part-19-gloom","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=30671","title":{"rendered":"The Altered Scrolls, Part 19: Gloom"},"content":{"rendered":"<p>Before we progress to my <em>Skyrim<\/em> wrap-up, I&#8217;d like to share a few brief notes concerning art design. I don&#8217;t think I&#8217;ve ever made more than a perfunctory mention of art when talking about the previous games, and that&#8217;s because I&#8217;ve never had much of substance to say about it: <em>Daggerfall <\/em>has too many pinups, <em>Morrowind <\/em>looks weird and cool but a bit too brown, <em>Oblivion<\/em>&#8216;s wilderness is pretty, characters across the franchise look like dollar store coloring books or pantyhose dolls. In each entry the art does a passable job of capturing a fantastical setting for the game, whether that&#8217;s a novel setting like Vvardenfel:<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/morrowind_vivec2.jpg' width=100% alt='Bizarre idolatry? Check. Impossible mudbrick architecture? Check. Vast and lonely? Check.' title='Bizarre idolatry? Check. Impossible mudbrick architecture? Check. Vast and lonely? Check.'\/><\/div><div class='mouseover-alt'>Bizarre idolatry? Check. Impossible mudbrick architecture? Check. Vast and lonely? Check.<\/div><\/p>\n<p>Or a prosaic Tolkish pastiche like Cyrodiil:<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/oblivion_horse.jpg' width=100% alt='Cottagey Fantasyland aesthetic? Check. Vibrant colors? Check. Trappings of high adventure? Check.' title='Cottagey Fantasyland aesthetic? Check. Vibrant colors? Check. Trappings of high adventure? Check.'\/><\/div><div class='mouseover-alt'>Cottagey Fantasyland aesthetic? Check. Vibrant colors? Check. Trappings of high adventure? Check.<\/div><\/p>\n<p>And then there&#8217;s Skyrim.<\/p>\n<p><!--more--><\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/skyrim_riften.jpg' width=100% alt='Rustic viking-inspired look? Check. Evident frost and weathering? Check. Color? Uh...' title='Rustic viking-inspired look? Check. Evident frost and weathering? Check. Color? Uh...'\/><\/div><div class='mouseover-alt'>Rustic viking-inspired look? Check. Evident frost and weathering? Check. Color? Uh...<\/div><\/p>\n<p><em>Skyrim<\/em>&#8216;s aesthetic absolutely reinforces its key setting elements: every building in <em>Skyrim<\/em> looks like you could reach out and get a splinter, the architecture is laced with recognizably Nordic flourishes and patterns, and the air has a tangible frostiness to it even when there&#8217;s no snow on the ground. But it&#8217;s that last point that speaks to what&#8217;s probably the series&#8217; most aggressive artistic statement, and one that has mixed results: <em>Skyrim<\/em> is relentlessly desaturated.<\/p>\n<p><em>Skyrim<\/em>&#8216;s colors are all muted and grayish, to the point where outside of the occasional flame or spell effect you&#8217;re hard-press to find a bold color anywhere. Once can pretty easily figure why: the warmest regions are meant to feel brisk, the coldest like perpetual galleries of hoarfrost and rime. When a place is cold, there&#8217;s generally more clouds; light is generally filtered, colorless, and weak. Therefore, a muted palette is a straightforward way to communicate low temperatures visually. If this was Bethesda&#8217;s goal, they&#8217;re broadly successful.<\/p>\n<p>But remember that interior I showed you earlier?<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/skyrim_bardcollege.jpg' width=100% alt='Color? Still absent.' title='Color? Still absent.'\/><\/div><div class='mouseover-alt'>Color? Still absent.<\/div><\/p>\n<p>There&#8217;s no windows here. All the lighting, in theory, is coming from that candelabra&#8211;or assuming we don&#8217;t insist the game&#8217;s environments have real light sources that make sense, which doesn&#8217;t seem like a whole lot to ask, the light&#8217;s coming from a magical miasma conjured by a Bard College too cheap to spring for glass or tallow. Neither demand such oppressive bleakness. Nor does the area&#8217;s context, which actually rejects that austerity: this isn&#8217;t the frozen and hostile outdoors, crawling with bandits, beasts, dragons, and the dead&#8211;it&#8217;s a nice warm safe building in a big town. It&#8217;s a building dedicated to art and culture in a vibrant fantasy setting, and it&#8217;s as depressing as a dentist&#8217;s office. In other words, while the grayness makes sense as an artistic statement in some contexts, the thoroughness with which it&#8217;s applied is overbearing. And it needn&#8217;t be this way.<\/p>\n<p>Compare that shot of Riften at the top of the article to this screenshot of Cloud Ruler Temple, a frosty mountain fortress in <em>Oblivion<\/em>:<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/oblivion_cloud.jpg' width=100% alt='Hey, is that blue? I remember blue!' title='Hey, is that blue? I remember blue!'\/><\/div><div class='mouseover-alt'>Hey, is that blue? I remember blue!<\/div><\/p>\n<p>It&#8217;s absolutely a subtle thing, but note how the warmth of the orange contrasts against the noticeably blue tint of the environment. The result conveys a sense of coldness without being sterile. You can convey cold with subtle choices in coloration. You can convey cold with sound&#8211;and Skyrim does this so well in places the art is secondary. You can convey cold through NPC behavior, such as warming hands in a fire (which they do) or huddling and shivering as they walk (which they really don&#8217;t). Simply dropping the saturation is a broad and ungainly solution.<\/p>\n<p>These screenshots are absolutely chosen to make my point&#8211;you could find a <em>Skyrim<\/em> screenshot that&#8217;s more colorful than an <em>Oblivion<\/em> screenshot, but I contend that you couldn&#8217;t do it quickly. The game&#8217;s visual palette is bland and its depressive effect is cumulative. What&#8217;s really interesting, however, is that this isn&#8217;t a new problem. <em>Morrowind<\/em> has borne rightful complaints about its brownish cast since release. If anything, I find it interesting that <em>Skyrim<\/em> hasn&#8217;t provoked as strong a backlash&#8211;is this because <em>Skyrim<\/em>&#8216;s art style accomplishes its goal of making things feel cold, while <em>Morrowind<\/em>&#8216;s patina arguably counters its exotic tone? Is it because more of <em>Morrowind<\/em> is focused on atmosphere and more of <em>Skyrim<\/em> is focused on gameplay? Or are people just better disposed toward <em>Skyrim<\/em>?<\/p>\n<p>Most probably, the answer is &#8220;all of the above.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Before we progress to my Skyrim wrap-up, I&#8217;d like to share a few brief notes concerning art design. I don&#8217;t think I&#8217;ve ever made more than a perfunctory mention of art when talking about the previous games, and that&#8217;s because I&#8217;ve never had much of substance to say about it: Daggerfall has too many pinups, [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[530],"tags":[],"class_list":["post-30671","post","type-post","status-publish","format-standard","hentry","category-elder-scrolls"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/30671","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=30671"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/30671\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=30671"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=30671"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=30671"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}