bladestorm91 said:
Because it show that the devs will cave to anything as long as enough people whine. It's not about the non-issue, it's about how the devs handled it.
But since it's a non-issue, why should it matter if the devs cave?
I mean, even assuming for a moment that a polite, thoughtful post asking the devs to think about their character is whining. Why not, as the saying goes, let the baby have its bottle?
What reason is there to fight over a non-issue?
EMWISE94 said:
Its a varying mix, sometimes I'll have a mental image prepared before putting in down on paper and then tweaking what's necessary until satisfied, other times I just rush out the image first and start questioning the design after I've let it sit for a bit. Which is a key thing I do, I tend to let my designs 'sit' for a bit before passing final judgment, sometimes I'll put out a design and be happy with it but then a bit later I look back and go "eh, maybe it could do with some changes."; sometimes I also have visual shorthands that I put out similar to the gibberish you mentioned with your lyrics, mine would be jackets with popped collars, like if I have a character wearing some form of jacket or heavy top apparel its got popped collars or a really loose neck sleeve (like Neku from TWEWY).
Also I've been on some collaborative projects in which I produced some assets for somebody to review and get back to me and usually there's no chances of something we both don't like going through to final phases, but then again on said projects I was usually the solo artist so mayhaps once I work on a gig with other artist (something that might be happening soon involving animation) maybe I might see how designs that the team didn't like possibly went through. I know at times the biggest culprit is time constraints, one example I can think off is Mick Gordon saying how he wasn't happy with Riptor's theme in Killer Instinct but he had to get something out in time and wanted to go revisit it if he could.
Yeah, deadlines can make you put out content you otherwise wouldn't. I imagine that designing to someone else's specs can make this an issue, though. And since we're talking being part of a larger team, I can see it potentially slipping through the cracks. Especially if you have, say, one team working on the actual animations and another on the skins. Or perhaps the character gets changed mid-project anyway.
But like, I don't think there's anything inherently wrong with ass-hugging tights. I'm a fan of comic books, after all. And it doesn't really seem like it was contentious until it was put into this specfic context.
You know?
Alterego-X said:
However, when cries like that about fearing the SJWs censorous forum posts, are mixed with angry arguments by the same people about how Blizzard's recent choice is offensive to women, and with demands of what they should have done instead, that does mean that they are probably full of it.
The thing is, there is actually a rather serious conversation that can be had on this matter. There is an inherent conflict when an artistic medium is commercialised, and there's an argument of free speech vs commerce. Things change when art becomes business, and the issue becomes "how do we reconcile these two elements of this one product?" or whatever you want to call it, if not "product."
Agreeing to work for money immediately limit your creative freedom, for example. I'm pretty sure almost everyone who's done anything creative for money before has run into this. Well, provided they weren't doing it completely solo. Then there's the issue of marketing something. You can do whatever you want with your work, as long as you haven't signed a contract and don't care if anyone buys it. The thing is, you live with the consequences that people might not buy it.
One of the folks behind the Postal series did a rant blaming essentially "SJWs" for their games not selling like gangbusters. But one has to wonder why Postal and Hatred aren't bigger titles if there's actually a market. One would think that we would see huge sales from these games if that was the only issue. Instead, we see sales which apparently do not satisfy the devs. Maybe people aren't that interested in games marketed solely around the concept of offense. I mean, if they were, how can "SJWs" stop them from purchasing? Is Gabe Newell leaking their personal information to the ambiguous "SJW" legion out there and surgical strikes are being offered up? Or, outside of a rather limited base, do people just not give much of a crap about these games? In fact, the devs should probably expect this. You chose a limited audience. That's fine. But you limit your potential market in the process.
Then there's the fact that the consumer does have the right to criticise artistic products and even make demands of commercial ones. This doesn't even seem to be controversial until we start talking about T&A or similar.
The problem is, the minute we treat "censorship" as an absolute[footnote]except not really absolute, because again, it doesn't come up when a male is covered up, or LGBT individuals are removed, or similar[/footnote] monster, we've closed the door on talking about the conflict.