Why do slop hero shooters look like this?

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To me they all look very unappealing, and I think I know why. They are part of a family of character design I call "MOBA Design", or Dota, or Warcraft, LOL, or whatever brand started this shit.
What defines Moba Design?
It's a blend of marketing decisions based on specific demographics, pop culture goyslop and heckin valid artists. Some bullet points showcasing the patterns of this style:
Overdesigned characters that are filled to the brim with details like complex (yet simplistic) geometrical shapes, runes that signal a vague yet understandable theme, like nature or some sort of arcane power.
Cloth that tries to subtly integrate a function or attribute of what the character does or behaves like with their actual outfit.
Patterns that try to convey the culture or background of said character as visual storytelling.
The integration of basic and played-out fantasy and sci-fi trends that are broadly recognizable to the masses, like Tolkien's ideas: dainty, twinkish humanoids with pointy ears, hardy hairy small people, green brutes with sharp teeth, wizards with magic canes, some evil overlord figure with spiky armor, small and weak ghouls like Gollum, generic Godzilla-looking dragons and gay ass magic horses.
And this style LIVES on very prominent archetypes. You have:
  • The gooning recipient:
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  • The middle-aged buff guy that will appeal to teenage girls and homosexuals:
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  • The inhuman quirky creature that will appeal to furries:
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  • Le edgy character:
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  • The normal-looking one non-niche audiences will likely resonate with:
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  • Fantasy/sci-fi slop:
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Why is this shit so gay and sucks so much? Because it is made by slop people (artists) for the slop masses. I think a marketing team makes a list of visual traits a character must have in order to achieve maximum resonance with specific niches of internet users. Such requirements are then passed on to the artists who will use the vast array of DC/Marvel comics, DnD art books and hollywood movies they have stored in their brains to concoct the perfect goo of nothingness that will be forgotten in a year.
For contrast, TF2 is a game made by aristocrats for people of elevated taste:
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Compared to the character designs above, they are nothing special. And that is the secret; people who enjoy MOBA Design are like drug addicts, they need something exaggerated and over the top to overdose on, while the tf2 enjoyer revels in the sublime simplicity of the mercs. MOBA Designs are trying way too hard to be unique and convey deeper meaning.
They fail because this is not truly memorable. The reason why companies simplify their logos over time is because simple information is more retainable. As far as I can recall, the designs of the mercs were not based on trends or niches, rather they were made to personify how the classes played out and how they fit in within the context of the world.
Not only that, they were also based on racist stereotypes of what each nation was like during the Cold War (elite theory confirmed).
Why is Scout this weak and lanky faggot? Because he's an annoying class in the game. Why does Pyro look and act the way he does? Because he is the Doom Guy of this universe. Why is the Medic a medic? Because he is a medic.
In nature, the best food critics are not those that gorge on highly intricate and complex dishes: they eat raw human meat instead.
In short: the gay upper class, purely commercial slop loses and is outlived by the straight, working class character designs made by real people FOR real people.
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You mention Dota but don't post a single hero from the game. It's one of the few where the characters are all unique but not overly done (base models, some of the purchasable skins run into issues). They have a very particular concept with heroes and their models and how they create skins: Heroes have certain niches and barring specific outliers sets are supposed to reflect a character's actual role. It's very blatant when you look at the ladies in the cast: specific heroes are "sexy heroes" and others are "not sexy." Characters like Legion Commander are almost always covered in heavy armor as that's the role she plays, the succubus character Queen of Pain is almost always in something overtly sexualized, the two archer characters rarely get what we would consider "slutty" outfits, whereas Lina, the fire mage that makes fire puns about being hot, gets a lot more sets that show a bit of extra skin.

It lends to a much more cohesive and consistent style overall. Very few heroes I see in game and think "why is this person here, and why are they dressed like they're spinning tricks on the corner?" It also lends to people diversifying hero pools as they're not just playing their gooner bait. Sure some people do, but the most picked hero in the game is the fat man that's a cannibal and smells. Most people are playing Dota for the gameplay.

I think Dota actually had an acceptable rate of sexism when Feminist Frequency was around, like the rated how much of the female cast was dressed for the male gaze and Dota was under their arbitrary number.

Of course Dota is a Valve product and Valve is always concerned about looks.
 
No one wants to try anymore in mainstream games. It's not about wowing the customer anymore with exceptional gameplay, storytelling, and/or fun experiences. It's about everyone working together to produce midlevel slop that has a ton of nonphysical products to buy.

The same thing happened with Fortnite when it was big. Everyone had to create a battle royale game or add a battle royale mode. Same thing happened with Dark Souls, in a year we were swamped with Dark Souls clones.
 
No one wants to try anymore in mainstream games. It's not about wowing the customer anymore with exceptional gameplay, storytelling, and/or fun experiences. It's about everyone working together to produce midlevel slop that has a ton of nonphysical products to buy.

The same thing happened with Fortnite when it was big. Everyone had to create a battle royale game or add a battle royale mode. Same thing happened with Dark Souls, in a year we were swamped with Dark Souls clones.
I don't remember Souls-likes being a major thing until about the mid-2010's. 2011-2012 was when everyone was still trying to copy Call of Duty. Maybe I was too busy playing Skyrim to notice.
 
a blend of marketing decisions based on specific demographics, pop culture goyslop and heckin valid artists
That's certainly where it's landed today, but I think the origin is the insistence in millennial culture that "everyone is special/valuable."

They'll put a 90 lb female in a game and have her pose next to a 300 lb jacked male carrying a weapon that looks like it weighs as much as a truck and could shoot satellites out of low earth orbit. We're supposed to accept that this makes sense because "both these characters are very, very special."

The earliest example that I can think of, of this phenomenon was Quake 3. I game I loved, but I remember finding the premise a bit absurd. A god-like alien named Xaero had collected the best warriors from many planets and historical periods. He pitted them against each other.

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In this screenshot from the game, you can see the 90 lb girl in the back, complete with "sexy" attire and roller skates (except they hover, so they're scifi roller skates). Any weapon that girl could possibly wield, the jacked male characters should be able to carry four of.

But in quake they're all equal. Actually, that's the saving grace of quake 3. It's not a hero shooter by the modern definition, because all these characters have the exact same capabilities - speed, hit points, hit box, weapons. So you can mostly just ignore the cosmetic differences.

But the culture rot has clearly set in. We're supposed to accept that all these characters have an equal right to be here.

Imagine you went back to the 18th century and grabbed Robert Rogers, a legit badass in his time: https://en.wikipedia.org/wiki/Robert_Rogers_(British_Army_officer) and you added him to a game along side a modern special forces operator. Realistically, Rogers is toast. But you go out of your way to """balance""" things by making up a story about how Rogers can summon birds to form a shield or some shit. Then you make up a story about how the Brown Bess is totally balanced next to a modern suppressed M4 with an optic.

The whole genre just needs to die.

If you ever want to cleanse your pallet, play Arma. There are no special characters and your death means nothing.
 
Valve make software from the ground up, these soy-studios just add shit with no thought that make the peformance take a hit because they think UE with deal with it and consoomers will just accept 10FPS. When you work with technical constraints, I have noticed that it's in those conditions that unique art gets made the most, assuming you don't have tumblr bitches and nu-male devs shitting up with low-poly blender tutorial assets.
 
Crossposting from the Highguard thread:

Can we talk about the everythingification problem?

By which I mean the tendency of developers to just cram fucking everything into a game instead of having a concise and cohesive design and scope.

I know it's been a gradual creep when it comes to gameplay and that's its own can of worms, devs trying to integrate what works/is popular, but I'm talking purely in terms of visual design and aesthetics. Why the fuck does every character look like they stepped out of an entirely different intellectual property? This shit looks like Wreck It Ralph. It looks like Super Smash Brothers. It looks like a costume party or the floor of Comic Con. It looks like The Ultimate Showdown of Ultimate Destiny.

I used to make fun of The Dark Tower for being an ADHD mess of all the different things Stephen King wanted to dress up as for halloween as a kid, but that's just become the go-to aesthetic now. Ninjas and pirates and robots and cowboys and monkeys and dinosaurs and spacemen all inexplicably standing shoulder to shoulder. Where did this start? It predates Overwatch. Was it League of Legends? Does it go all the way back to Final Fantasy? Or is it just the natural consequence of fighting games like Street Fighter and Mortal Kombat getting rolled into the amalgamation of all genres that is modern gaming? Is it the effects of short form content giving everyone ADHD, the FOMO-driven anxiety of committing to any one thing for fear of having less than everything? Is it the pendulum swinging too far away from the grim and gritty grey and brown realism of the 2000s? Or is it just the echoes of Unity turning everything into Bennet Foddy b-game plunderphonics-style mashups of unrelated prebuilt assets? How did this become the default?

It's just so fucking ugly and obnoxious.

I am convinced it is either 1) ipad babies who are so used to a constant stream of everything all of the time that they prefer it over a single cohesive artstyle, or 2) developers having no fucking clue what anybody wants so they just cram everything in and home some of it appeals to somebody.

On a related note, I am not a fan of this new genre of multiplayer-online-battle-royale-arena-hero-tactical-tower-defense-extraction-looter-shooters. And for that matter, pop country punk rap rock blue eyed neo soul nu metal no wave tropicalia. Please for the love of god just do one thing. I do not want to spin the fire truck.
 
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