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       #Post#: 26--------------------------------------------------
       Details in the Distance
   DIR By: Pam
       Date: May 21, 2021, 6:56 am
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       The primary purpose of background art in adventure games is to
       be part of the gameplay. It's where the locked doors, the mazes,
       the inventory items appear; it's where the characters have to
       walk around, jump across, and swim through. Beyond the realm of
       playability, however, are the distant areas – those non-playable
       parts of the scenery that allows the writers and artists to
       convey their world and story. These elements often rely purely
       on visual impact, rather than factoring into the actual
       narrative beyond being pure setting, but their effect on the
       feeling of a game is no less potent.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=01.png
       When working with Dave Gilbert on The Blackwell Epiphany, one of
       his goals was to open the usual 'offices and apartments' setting
       of the series up a little, and give me a chance to create more
       evocative, scenic locations. The first area in the game was a
       fun example of this: we had an old apartment building, ruined to
       the point of being utterly condemned, and this allowed us to
       break big holes open in the walls and show the cityscape beyond.
       The scene here is fairly typical of earlier Blackwell games – a
       character to talk to, a doorway to exit out of, and an object on
       the ground – but the massive hole in the wall let us to make
       this something else, something more memorable.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=02.jpg
       When working on Technobabylon, it was important to both James
       Dearden and I to once again show the city. The cyberpunk genre
       relies quite heavily on setting as a storytelling element – it's
       the sort of genre that feels 'right' when set in the dirty
       alleys and neon glow of a big city. We used gaps in streets and
       elevated locations with large windows to let the city be an
       omnipresent element, even in fairly simple backgrounds. It was
       satisfying to create a range of corporate logos and billboards
       to help establish the idea that this is a city in which one
       could buy almost anything.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=03.png
       When working on Shardlight, I had a very different setting to
       convey. This was no longer a thriving, powerful city, but a
       remnant of one, more in ruins than not. Here the backdrop was a
       chance to tell the story of what happened to this world, and
       show the ruin directly. The half-toppled statue in the backdrop
       here, for instance, suggests the destruction of a once mighty
       power, with the cables and ropes connected to it suggesting the
       desperate attempts to save it – clearly not entirely successful,
       but nevertheless hanging on as best as they can manage. In this
       way, distant details can exist as a sort of metaphor for the
       setting's backstory, and exist as the scars or trophies that
       serve as evidence of a history.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=04.png
       Sometimes it's useful to show distant details in order to convey
       a very specific piece of information. In this scene from
       Unavowed, players find themselves on an icy walkway far above
       the city. Here the backdrop helps convey that sense of height,
       and while it would've been possible to paint the same scene
       mostly just showing the sky, having so much of the city in the
       shot helps to sell the idea that we're high above it. In this
       case, our eye measures the distance by comparing the height of
       these details, and informs us how far such details are. It's a
       fundamentally useful element for specialist cases such as this.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=05.png
       There's some great instances of distant details in classic
       adventure games. This shot from Indiana Jones and the Fate of
       Atlantis is an excellent example. In the scene, we can really do
       very little in terms of gameplay; it's largely just
       conversational. The use of different levels of buildings helps
       to sell the idea of a city on a hillside, and though we only
       talk here, the scene is nonetheless interesting and visually
       striking. It would've been easy for this exact scene to be shown
       as a single wall and doorway, with a car nearby, showing how
       much opportunity such a simple scene in terms of interactive
       elements affords the artist.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=06.png
       Beneath a Steel Sky is a prime case of a game that loves to use
       distant details, and has helped inspire some of the situations
       in which I've used raised walkways and large windows to let the
       city into a scene. Here a simple industrial setting is taken to
       another level of visual impact by showing both the subtle
       details of the level below us, and of the city beyond the
       structure we're in. Because we only have to move around in a
       very small section of the environment, and because the camera
       angle is quite high, we're shown a lot of the city in many
       otherwise quite basic scenes.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=07.png
       A favourite technique of artists is to use scenes such as this
       backdrop from King's Quest V to act as a sort of playable
       establishing shot. Because of the size of characters in
       adventure games, it's not really possible to fully convey the
       sense of scale of a large castle while putting the character
       next to it, so showing it in the distance, with a path leading
       up to it, helps to give us both a sense of scale and a warning,
       letting us know that we're approaching something foreboding,
       something dangerous.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=08.png
       Because of the lesser detail in distant features such as these,
       bold shapes work well. Whether it's the sinister appearance of
       the castle in the previous shot, or the obviously alien peaks in
       the distance of this scene from The Dig, the effect works
       especially well when the information is conveyed very simply.
       There's no way to mistake the angular, patterned forms of the
       details in the distance here for naturally occurring Earth
       mountains, or structures made by humans. They help reinforce the
       story told by the unusual craft evident in the foreground –
       we're in a strange place, surrounded by unusual things.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=09.gif
       Other than bold shapes, the other thing that works well to help
       give a sense of scale is juxtaposition. The distant dam in
       Inherit the Earth is made larger and more impressive by being
       surrounded with small trees. These are given their own sense of
       scale by being placed behind larger trees in the foreground. Our
       eyes are good at measuring comparisons like this, and it helps
       us to judge how big something is. This particular shot also
       showcases a juxtaposition of eras: a leftover relic of
       contemporary man-made structures in a futuristic world that had
       been, until this point, more reminiscent of a medieval fantasy
       populated by anthropomorphic animals.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=10.gif
       Having a distant element emphasized like this is quite striking.
       The fort looming above the beach in this scene from The Curse of
       Monkey Island makes for an imposing structure that stands out
       clearly among the trees and sand of the foreground. Much like
       the castle shown earlier, showing it at a distance like this
       helps conveys the size clearly – and even though here it's just
       a faraway element, rather than our destination, the visual
       effect is still powerful.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=11.jpg
       While juxtaposition is one effective way to do distant details,
       repetition shouldn't be discounted either. This scene from
       Machinarium uses repeated elements to create a different sense
       of scale – not the scale of a single element, such as a castle
       or fort, but instead the scale of an entire area, stretching
       back as far as the eye can see. The cluttered, detailed texture
       of these piles of scrap prevents any one element from standing
       out or being distracting; instead they make for a consistent,
       recurring idea that helps us establish a place within our minds.
       This consistency is the key here, rather than the sense of
       detail.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=12.jpg
       A great example of consistency in distant details being more
       important than clarity is seen in this shot from The Dark Eye:
       Chains of Satinav, in which we can clearly perceive rows of
       trees ascending the mountain, despite the fact that they're
       rendered in much less detail than the trees close to us. The
       fact that the trees are consistent in shape and colour with both
       the other trees in the scene, as well as what our experience
       causes us to expect from trees, means that we can quite easily
       parse the details suggested in the distance here, and fill in
       the gaps ourselves. It's more important that this scene shows
       the uniqueness of the foreground details than the background
       ones, simply because we already know what those background
       details are supposed to represent.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=13.png
       In The Inner World, however, things are slightly different.
       Rather than being something we've seen before, here we're
       presented with a world on the inside of a sphere, rather than
       the outside, and so the background artists have to make use of
       the distance here to try to convey this unorthodox idea. It's
       not the sort of thing that's easily expressed in two dimensions
       up close, and therefore each 'skyline' presents an essential
       opportunity to reinforce what this bizarre setting looks and
       feels like to us.
  HTML https://adventuregamers.com//?ACT=49&d=33195&fid=43&f=14.jpg
       Distant details, then, are a useful element for the adventure
       game artist. They're largely secondary to the more essential
       aspects of an adventure game background – the doors we unlock,
       the paths we tread, and the miscellany we collect – but in terms
       of establishing the feeling of atmosphere, they are just as
       powerful. They can tell us of a setting, help us to understand
       the size of something, or simply make a fairly plain scene much
       more interesting. Greatest of all, perhaps, as in this scene
       from Quest for Infamy, is their ability to showcase a land and
       its features, and beckon us forth to explore it. This is, after
       all, an adventure.
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