•  Kernel   ( @Kernel@beehaw.org ) 
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    91 year ago

    While I don’t like neutering an artist’s vision in the name of conformity or commercial pressure, it’s generally a wise business practice to avoid deliberately offending your potential audience. I suppose a healthy gaming franchise needs new users to thrive, and maybe toning down the excess will broaden the game’s appeal.

    • That video you shared was great!

      I agree that neutering an artist’s vision is almost always a mistake, but I wonder if the artist’s vision has changed with the times as well? Furthermore, with patches, updates, downloadable content, and expansion packs for games, at what point is a game, as a work of art, complete?

      How do you even begin to preserve a work of art when it is constantly changing and evolving?

        • I went off on a weird tangent about game preservation after my initial question, but that’s what I meant with my “I wonder if the artist’s vision has changed as well.”

          If the artist’s views have changed, and they are either supportive or the driver of a change like this, is it neutering their vision? It’s certainly straying from the original vision, but I wouldn’t call it neutering.

          When I think of neutering, or really, betraying an artist’s original vision, I think of something more akin to Terminator 2 (James Cameron was pushed to give the movie an open-ended ending), or, more recently, 2003’s Dumb & Dumberer.

      • We may never know if the artist’s vision has actually changed. Artists have to maintain healthy relationships with those who pay them, even after the fact. So jobs and, by extension, families are hostages to a demand that the artist support the censorship of their work.

    •  spaduf   ( @spaduf@lemmy.blahaj.zone ) 
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      1 year ago

      This is definitely important in this case. While Skullgirls definitely has a following, it’s a difficult game to turn on in a couch setting because to those unfamiliar with the game, the style could easily come off as predatory.