Lesson number 1 if you want gamers, don't make ugly things, same story as Pron Sites. they don't show ugly people, cause nobody wants to watch that. But most gamers are ugly, so what they play games to escape things, here look how much Eroge works. but that is perverted, yeah but that even sells better then making ugly stuff. Didn't one gacha game who was set for failure then turned 180 degree around showed you what gamers and people really want. Sex Sells simple as that or else all the pron sites would be gone. so all the females and males have to be super babes and hot model, yeah if you want to sell stuff yeah. you can toss one or two ugly character as long they are cool or overexcaggerated into the bunch. but almost all gamers wants nice stuff. but the people with screw loose. that is their problem not ours.
@paoloiaccarino744720 күн бұрын
fair, but i dont think that's the point of the video, quite the opposite..
@StarRain620 күн бұрын
you havent watched enough pron.
@RosmarinusCruz20 күн бұрын
Well yeah people just dont like ugly things so it makes sense but I don't think turning the characters into horny baits is enough to make people play it. If a game is still all style and no substance no one would still wanna play it, and if the reviews of the people who did play it are to be believed the it really didn't try to break any mold.
@StarRain620 күн бұрын
@@RosmarinusCruz The art is fine its remind me of Earthworm Jim.
@ranzu313820 күн бұрын
Pretty faces can sell, but you know what sells more? Good design. "Ugly" characters are never, ever, going to be a problem. Bad design is a problem.
@JoeBurgerCinematicUniverse5 күн бұрын
hear me out: we reduce the amount of characters to 9 and name them the scout, soldier, pyro, demoman, heavy, engineer, medic, sniper and spy, and we seperate the two "teams" into red and blue and they fight in a variety of "fortresses" too
@enmaranadomusnavacrunatus37882 күн бұрын
jesus christ this is genius. can we get someone on this?
@AriaCorvus22 сағат бұрын
and then we never release a sequel?!
@JoeBurgerCinematicUniverse20 сағат бұрын
@ and then we let it rot under bots, cheaters and an increasingly angry playerbase!
@SymbolCymbals235624 күн бұрын
Going for realism instead of seeing the Moebius style through was the big mistake imo. Like yeah some concept art to 3d model changes weren't great but the main issue is that it looks best stylized and that call is nobody's fault except the execs who wanted it that way
@ZEBASS21 күн бұрын
There is a videogame that's like a 1:1 copy of Moebius style, it's called Sable. Even if the copy is quite obvious, I think it looks cool and it definitely stands out among the billions of either photorealistic or Fortnite-like 3d worlds we are used to see nowadays. Considering Concord had a MASSIVE budget and a world class team of artists, they could have made a wonderful and unique twist on the colorful and stylized Moebius style. They would have found their own voice and appeal instead of being so directly compared to Overwatch and others. This was a long way of saying I completely agree with you :'D
@HRZN_YT21 күн бұрын
I agree. I was watching the concord cutscenes with my girlfriend and asking her opinion on the characters, and it hit me. Concord's entire shtick would have clicked instantly if the game was stylized like a cartoon or a comic. Making it hyper-realistic makes it feel weird.
@AluRooftop19 күн бұрын
Right? Like even though I think there's a LOT of issues with the designs the biggest problem is they reeeeally don't fit the environment. I can super see a world where they turned into something pretty good looking just from the maps being weirder and the lighting being less cookie cutter PBR realism.
@bannedmann446918 күн бұрын
Stop blaming every little thing on execs. You’re assuming they even tried stuff other than realism. Are you new to gaming, cause we’ve had plenty of success with heavily stylized games.
@AluRooftop18 күн бұрын
@@bannedmann4469 From the concord cinematic trailer I am very confident that doing "broader appeal sci-fi" was a conscious executive decision. Yes execs often take more blame than warranted but that's the nature of having a large team making a single _product_. Most of the blame for everything falls on executives because they have that responsibility, even if the responsibility is dealing with someone else's screw up. In theory that's why they get paid so much.
@quinnlucas685820 күн бұрын
It's wild to me that the art style is supposed to be Moebius and 1950s retro sci-fi. I am obsessed with that art style and have spent so much time looking into character design and art in that theme for my own game. It did not even occur to me that Concord was going for that until watching this video.
@zeppie_13 күн бұрын
That shows you just how much they watered down the style in favour of boilerplate AAA game aesthetics
@Gloomdrake10 күн бұрын
@@zeppie_by trying to “play it safe,” they unwittingly took a massive risk that didn’t pay off at all
@donventura21166 күн бұрын
I definitely see the retro sci fi, but I never picked up on the Moebius influence.
@funguy3985 күн бұрын
Same, how can they drop the ball so hard?
@pablovonpablo25905 күн бұрын
Not very coherent. I appreciate some of the points, but it's hard to follow with how often you cut off, go on non sequiturs, etc
@chad485824 күн бұрын
A recent guilty pleassure has been sharing concord redesigns that are even worse than the originals with my friends
@vicc1924 күн бұрын
Kinda wish there was a video with that 😅
@jaredhansen252124 күн бұрын
@@vicc19I’d watch that lol
@diemes546324 күн бұрын
Only difference is that the redesigns were done for free in a short span of time, the people who worked on Concord were paid for 8 years, but hey, enjoy making fun of people's pastimes on the Internet to defend your favorite corporation!
@holaos815424 күн бұрын
The worst part is that some of the redesigns of female characters just make them prettier and put them in sexy outfits, and people still call that good design
@mitkoogrozev24 күн бұрын
@@diemes5463 Nobody is defending any corporations. It's a design vs design comparison. Whether they were done by a giant corporation or by a random person in their free time, that has no bearing in analyzing the designs as such. If your view of the design quality is influenced by who did them, then you are not analyzing the designs as such. Like another commenter mentioned some 'redesigns' are just making the female characters more attractive, but their armor/clothes don't look that interesting or even worse. And they also lack the things mentioned in this video.
@Shinesart24 күн бұрын
I watched Pikat redraw one of the character of concord without changing anything but the art style. It was comic or anime like style similar to Hi Rush. And it doesn't look bad. If they want to really go stylized like Mobius, they should've go all the way instead of realistic but still, their pose and some elements should be change even in Pikat redraw she had to change the pose and some color, body proportion and elements to look good.
@jesustyronechrist233016 күн бұрын
I have been saying this a lot too that Moebius' artstyle, his color choices and design of clothes and shapes only works with bold lines and illustrations. The moment you translate it out of it, it becomes unappealing and awkward
@torbjornkallstrom231612 күн бұрын
@@jesustyronechrist2330Leelo from the Fifth Element disagrees with you
@jennycatmystique713910 күн бұрын
I also watched that video, and while the art style change was a major component, pikat DID change the design. She even admitted she ended up making more changes than she meant to- like the glasses, the entire shape of the coat, the pants, and the hair to a point was resized to fit the proportions more. Which to me goes to show there were execution issues in the designs more than any overall unsalvageable poison like people are saying. So many just need a few shape or color tweaks to at minimum be pretty decent. That video kind of annoyed me a bit with the “you are free to critique but you need to reframe your mind set. I’ll prove the designs are good by just drawing one in a different style!” Then proceeded to completely alter the entire silhouette, while still saying it was just the style. No shade to pikat at all, that channel has done wonders for helping me learn art and character design, it was just a weird video to make where the entire point was disproven IN the video itself.
@afluka2 күн бұрын
@jesustyronechrist2330 exactly. Perhaps cell-shading could've helped to reinforce some of those lines, but it would most likely still need new shaders and tech to pull off something at all representative of the 2D source in 3D, and in motion at that. As it is, the 3D models look like base-level cosplays.
@nattnadia24 күн бұрын
The problem is the design didn't blend with the environment of the game, I see in concept art they use a general color for each region like red, orange, or green, while in the game it shows regular futuristic settings. And also it's the matter of stylization, why use shiny plastic rendering when the character design relly more on flat color and hard shadow. It can be that it was a clash of idea from the developer with a bunch of marketing analytics and shareholder. They want it to be unique yet also play it safe and generic so it's more marketable.
@qaztim1123 күн бұрын
Cell shaded concord would go hard
@dontseemyprofilepic315723 күн бұрын
@@qaztim11it already officially exists (just not in the form of a game), search “Concord Freegunner Adventures” They’re a bunch of official cel-shaded short films of the Concord characters.
@ViviButter22 күн бұрын
I noticed that too!! The settings were so lame compared to the concept art.
@dontseemyprofilepic315722 күн бұрын
@@qaztim11 you can find official cel-shaded Concord animations by searching “Concord Freegunner Adventures”.
@dontseemyprofilepic315722 күн бұрын
@@qaztim11 you can find official cel-shaded Concord animations by searching “Concord Freegunner Adventures”.
@gorxela898224 күн бұрын
You know, all of the discussion aside, I find Concord's design fascinating in particular because it feels like they were on the cusp of something really interesting and for some reason they blew it. Like, why isn't the game like this 11:29 or this 11:13 So much potential, squandered.
@faiirСағат бұрын
Realistic shading screwed them up a lot.
@chromybuilds24 күн бұрын
I didn't know the design was based on Jean Giraud's art, that makes the character designs, make a ton more sense! I wish they made that more clear in the advertisements or developer stuff of the game.
@OndaPiloto24 күн бұрын
Because it is badly done. Game Sable did the same and no one had to advertise it because you open the game and you see it
@ajbXYZcool24 күн бұрын
Maybe if it was more stylized it would carry that same kind of character through, when instead, at least for me, it was trying to be Guardians of the Galaxy. Movie Marvel. Which evokes a different design esthetic to me that it was clashing with.
@roberth.120124 күн бұрын
Wait the characters were based on Moebius work?! Jesus Christ! 😂
@Huntertje1323 күн бұрын
I think this is the real issue. The reason the design was "bad" is because nobody understood how to intrepret the designs.
@defaulted948517 күн бұрын
You don't see the intricate accessories and overdetails contrasted with bland neutral spaces for the eye that Jean Giraud uses. It makes his work appealing but not overwhelming. Its like the art team or execs only see neon colors and choke on happy chemicals before calling it a day.
@tramnguyen-gq1ez23 күн бұрын
Thank you, I thought I was crazy about feeling weird with those videos. They focused on physical appeal and did not acknowledge the philosophy of the development. Which is wild and quite disappointed
@Mewzuw24 күн бұрын
I saw some of the concept art done by the artists and the characters looked absolutelly GORGEOUS (If you can find, look at star child early concepts), I don't know what happened when deciding the final designs of the characters that they ended up looking so terrible.
@ARStudios200023 күн бұрын
Where can I find early dtat child concept art? I've been trying to find concept art for the characters and I've had a hard time finding them
@kindleddawn23 күн бұрын
@@ARStudios2000 you can find some on art station as the artists recently started posting them, Amanda Kiefer is one of them you can search but just put in concord in artstation and have a look around
@Alvara923 күн бұрын
@@ARStudios2000 Artstation
@ARStudios200023 күн бұрын
@@Alvara9 thanks!
@ProxyDoug22 күн бұрын
I believe the concept is by Vinod Rams, his head design was much more interesting, and instead of just turning into a Twilight vampire, he would just tank the bullets and get a bunch of holes on him.
@Virakt24 күн бұрын
I think the problem here is with the lighting and shaders. These designs look so good in cell shaded style. It might be a producers call to make realistic 3d or whatever.
@luskart24 күн бұрын
Yeah, these designs are made for a foggy, dreamy sci-fi world, not hyper realism. In concept, they're great designs.
@WRITINGQUILL-i4x24 күн бұрын
Also basic artists stylization would have helped looking at the concept art they literally took all the characters flare @@luskart
@LyubomirIko23 күн бұрын
The situation here is like the design of the Sonic (the movie) They hit the uncanny valley. Those don't even look like designs inspired from Moebius, except are indeed eccentric, but in some clinically sharp way. Like, not really understanding why people like Moebius, but trying to copy the eccentricity on purpose. Cell shaded style could indeed help, but also if they try to achieve the atmosphere from the Moebius universe.
@user-xr4nw3pt2v23 күн бұрын
fr i feel like people underestimate how much of an impact art style has on character design
@ashmintyrina23 күн бұрын
so true
@gentlemanscarecrow598724 күн бұрын
I would argue that Lucio and Ana from Overwatch don't look like healers at all. Lucio has roller scates and a gun with speakers on it. What does that communicate? Probably that he moves fast and has some kind of sound related ability. There is nothing besides maybe his green color scheme that says "healer". With Ana, she just looks like a sniper. She has a militaristic outfit, a long rifle, and some orbs on a bandolier with yellow energy in them, which could be anything.
@Sylhux24 күн бұрын
That's why context matters like he said in the video. Based on concept arts alone sure, it can be ambiguous. But in-game I do think it was well done. When I click on Ana on the hero selection screen, the whole thing already screams battle medic to me, with the way her syringe is emphasized, the blue and white color scheme of the rifle and the overall aura. Also yellow energy in gaming tends to be healing/support abilities.
@OndaPiloto23 күн бұрын
And Lucio is exactly that, doesn’t have much healer output because his main skill is speed and he uses sound to boop enemies away. He is support. Ana is precisely that, a sniper who after a close call decided to switch bullets for more support ammo. The designs in OW are a combination of lore + function, not just function. The yellow is the healing, because in OW healing is represented by yellow. And this is why in this video Moma shows he doesn’t know what he is talking about because OW took a series of decisions in character design that were not common at the time and made it work, but he uses it to justify really bad game design from another game. Like using why an A exam didn’t get A+ to justify another C exam
@gentlemanscarecrow598723 күн бұрын
@OndaPiloto and @Sylhux Since you're both making similar arguments, I'll respond to both of you. I'm not arguing that Lucio and Ana are bad character designs, I just think they don't convey as much as people say they do. What I'm trying to do is pretend I know nothing about the game, and that I've never seen the characters before. I think it's fair to say that someone like Mercy makes it super obvious what she does by looking at her, but Lucio and Ana are on the more subtle end. For all I know, Lucio could be a DPS character who runs around blasting people with soundwaves (which he sort of does do), but I can't tell that his main function is support just by looking at him. Ana's rifle looks kinda like a tranquilizer gun, so that's something, but the yellow grenades, which you both are keen to point out is obviously healing if you play Overwatch, could be some sort of yellow, damaging energy, it could be a buff of some kind for allies, it could be gatorade, but I don't think the association of yellow = healing is as common as you might think. Also her blue and white outfit doesn't really say "healer" to me. What about Soldier 76? He's blue and white, but he's DPS. He looks like a mean mercenary dude, but again you wouldn't know that he could shoot rockets and heal his teammates by just looking at him. Sometimes healing is red (like in Skyrim), sometimes healing is green (like in Resident Evil), sometimes healing is blue (like in Doom), and sometimes healing is yellow, but I can't think of many games besides Overwatch where healing is yellow. Like you said, it's contextually dependent. So my point is that between the factors of time and familiarity with the game (we've been playing and seeing these characters all over the place since 2016), and ALSO some really rock solid character design, you and I know exactly who these characters are and what they do. What you can't say is that all the information is instantly obvious the moment you see a character. It's not fair to say that when the moment you first saw the character was probably 8 years ago. Also I'm of the opinion that there is more than one good philosophy for character design. People tend to say that simplicity is king, but even Overwatch's character designs are undisputably very, very detailed. Now, their detail work is very intelligent, but people actually like details, as long as they're interesting. I think more games should be permitted to deviate from the popular approach to character design. The discourse around Concord has people throwing around a lot of absolutes, like the designs are just self-evidently terrible, but most people have only taken a cursory glance at the characters, and have no context (which you both just said is important). I think people aren't being fair, and that they never gave a game with a decidedly weirder vibe than Overwatch the chance to grow on them, because it was pre-judged and then judged post-mortem. Do I think the designs in Concord are fine? Yes. Do I think the concept art is 10 times better? Yes. Do I think they're as good as Overwatch's designs? No. Does every game need to follow Overwatch's approach to character design? I don't think so.
@OndaPiloto23 күн бұрын
@@gentlemanscarecrow5987 I don’t have time to read all the message, but in the comments you have people saying “I would have guess Lucio was a speedy character not a healer” from people that to me don’t seem to know the game
@HOUROFPOW3R23 күн бұрын
Amusingly (and correctly) a lot of people complained about legibility of overwatch on release, but so much time has passed people have forgotten. Overwatch has a lot of tall skinny women with similar silhouettes that genuinely affects legibility at a distance.
@luckyboy5nu23 күн бұрын
the thanos being soft because his character has circles is such a fucking funny and accurate representation of your point and how these concord redesign videos explain things lmao
@bannedmann446918 күн бұрын
No it’s not, it’s the deceptive part of his character. He’s a dad and it’s emphasized the whole time. Cloud is the reverse of that, someone who’s trying to be threatening and was literally modified to be so. It’s a bit of a spoiler, but there is a twist there. I don’t think he played it.
@luckyboy5nu18 күн бұрын
@@bannedmann4469 Thanos's design works very well for what his character is trying to communicate indeed, it's all about context
@kujojotarostandoceanman264117 күн бұрын
Actually Thanos' design is indeed safe, he's designed as a round dad, so it's rootable and understandable, which makes his horrible acts more terrifying as how does a kind man do such terrific thing
@johnrumouro909816 күн бұрын
@@bannedmann4469 But the point of the video is that you need to look at the context of the work instead of just going "sharp angles threat round angles dad". With context, those two having a twist makes sense, which is what this video is all about.
@Frontline_view_kaiser12 күн бұрын
@@johnrumouro9098What context did the redesigners miss about the terrible shape choices in Concord then?
@StylerGear24 күн бұрын
2:10 I don't play Overwatch so I'm not gonna lie, I actually didn't know Lúcio was a healer until this video, I assumed he was a mobility/scout DPS that would *just* flank the opposing team with blasting shockwaves and little else. Though I suppose in hindsight it does make sense for music motif to play like "bard" support.
@OndaPiloto24 күн бұрын
Because Lucio is not a main healer lmao. He is exactly that, mobility, gives the entire team mobility, in many teams the Lucio player gives the call outs, and there was a time when OW KZbin was filled with Lucio main videos playing as dps and booping people 😂
@furyberserk24 күн бұрын
He doesn't look that dps either.
@DoctorPhileasFragg23 күн бұрын
@@OndaPiloto In fact they nerfed his healing at one point to push him more into this direction.
@OndaPiloto23 күн бұрын
@@DoctorPhileasFragg I still remember the days you could do with zen + Lucio, even when both are supposed to be utility 😂
@maninblack3410Күн бұрын
That’s because his idea of what “instant readability” is was slightly off. The concept isn’t that you’re supposed to understand immediately what a character’s function is based off their design, though I’m sure a lot of intention went into that separately, but the main purpose is to be able to tell instantly what that character you caught a small glimpse of halfway across the map is. There’s an insane amount of videos documenting this concept specifically with overwatch and there is a reason they succeeded where they did and why animators/designers praised them.
@GlaDos32124 күн бұрын
When I think of hero shooter, the last thing I think of is the work of Moebius. Moebius is visually striking due to not just character design, but color theory, lighting, and how the characters fit into the setting. Just because the art is good does not mean the initial execution was flawed from the start. If you want to make a game based on Moebius, make a 2D, stylized RPG. Or at least apply some stylization to the lighting and color, like Arcane, Dishonored, or the spider-verse films. applying Moebius to a Hero FPS with hyper realistic faces and realistic lighitng is the exact opposite of Moebius's work.
@leo590723 күн бұрын
THIS gamers DO NOT GIVE A FCK about context or intentiont they want to play a game
@nerdstorma842722 күн бұрын
Very well said. 👏
@LEvpic16124 күн бұрын
Really good analysis of concord and design principles and philosophy that we take for granted
@ChromaMoma24 күн бұрын
Thank you :)
@TheDanteBoots16 күн бұрын
Most redesignes have been horrific. And completely lack creativity and understanding of the original influences and setting. It's as if they're never seen retro scifi before. This is the best take on the topic to date, ty.
@PiperDrumsOfficial19 күн бұрын
This was so cathartic to watch. I was going crazy thinking seeing people harp on the designs so much. Absolutely right that “it’s a miracle this got made at all”
@llanfairpwlgwyngyll733118 күн бұрын
this was seriously the most annoyingly stupid thing to gather the focused hatred of hundreds of thousands
@niko-zx1ku24 күн бұрын
8:24 It's crazy how I think of blue potions as health items because I've played Doom so much. You are so right on how playing games for a long time influences someones associations.
@paniiziima15 күн бұрын
pfp checks out
@GraveUypo3 күн бұрын
my notification sound on my phone has been the doom multiplayer item respawn item for so long that i freak out when playing doom multiplayer now lol. it used to be the opposite when i had just changed: "wtf is spawning next to me?"
@niko-zx1ku3 күн бұрын
@@GraveUypo HAHAHA, I had something similar but with super mario 64 slider song. I used to have it as an alarm in my phone, it was crazy loud and it traumatized me so bad that every time I hear this music I feel stressed out.
@jewellier21 күн бұрын
It baffles me that so many people think that giving female characters deep cleavages and conventionally attractive faces (and these being the only changes that are introduced) somehow make the designs good. There are lots of great female character designs in video games that are not overly sexualized, even in Overwatch you'know. A character being sexy doesn't automatically make them a better design. Each character has their own story, a narrative purpose, and should at least be readable in the in-game surroundings - these are the core aspects that should be redesigned, not the fact that characters have no overt booba.
@mr.crowjo_393318 күн бұрын
But why not make attractive faces
@Kitsune2Megafan108618 күн бұрын
@@mr.crowjo_3933Some people just dont want too.
@skittlz11117 күн бұрын
Nobody wants ugly female characters
@jucie402417 күн бұрын
Its makes them good if you are not a fat woman or a sissy fag
@eduardochantos157317 күн бұрын
😂 nah - ppl clearly thirst boobies - stellar blade anybody?? - so stop the woke bs, don't try to lecture your customers just give them what they want and take their money, business lesson #1, why is so hard to acknowledge?, yeez!
@sp47208AJ21 күн бұрын
Thank you!! This is the best take I've seen on Concord so far, so many other redesigns are just turning it into overwatch/apex/etc without ever considering what Concord was going for. It's sad to see those videos get so much attention/agreement. Also so many people not understanding the process and that regardless of the artists working on it ultimately its up to management to decide how far artists are able to push etc.
@bannedmann446918 күн бұрын
You’re forgetting that Concord was going for being another Overwatch and Apex etc.. it’s a carbon copy hero shooter. Leaving this context out is dishonest.
@exomoneylabel16 күн бұрын
@@bannedmann4469 its a tac shooter with hero elements moreso than a hero shooter hence the focus on more retro futurist cyber militant designs for a lot of the characters. The gameplay and kit is more important than what YOU believe the game should be
@BombaJead15 күн бұрын
Thanks for the nuanced take on character design.
@Trigamer6423 күн бұрын
all of this discourse is incredibly new to me. I didn't know people thought it was design related lmao. I thought it was pretty obvious it was cus the game was a paid brand new IP in a genre landscape where f2p is king.
@leo590723 күн бұрын
he is lying, everyone know if was about the price but when you see a video about the DESING, it would be obiusly only about the desings
@athamicis17 күн бұрын
Most people that I’ve seen say “the designs were bad enough but then they put a price tag in it to make sure it will never survive”
@Rodri3445115 күн бұрын
Concord's failure was a result of a myriad of mistakes. Designs are just one of them.
@Frontline_view_kaiser12 күн бұрын
It had nothing to do with the price. Concord could not get a player base when it was in open beta. People understood that it was an overwatch clone, saw the designs and dropped it. If you think that designs were not a makor issue, you're tripping
@jamespateluniversity24 күн бұрын
A lot of the redesign artists try to make something look good on a page, in a vacuum using general principles. Which on its face seems like what an artist is supposed to do, but as you've said, it misses the greater context of what the final product is trying to achieve as a whole. The whole point of having fundamentals to design is to offer us a tool-box to then make selective decisions to suit the experiences we design for, not a dogma with which every box must be checked. While I'm not trying to claim that the concord designs were successful, but they deserve to be fairly analyzed.
@diemes546324 күн бұрын
They have been, the market has spoken. Also Sungrand has a great analysis on Concord
@jamespateluniversity24 күн бұрын
@@diemes5463 There's a difference between disliking a product and understanding where it's at fault, and why. That's the videos point, to critique the analysis of others and what they miss. All the market has spoken for is that the game was a failure, that does not mean whatever criticism we can allege against it is valid. I've watched the Sungrand analysis and felt it was quite amateur, but everyone's welcome to an opinion.
@furyberserk24 күн бұрын
1:11 Both of your answers are bs from what I've seen. I've heard no one talk about goon at all. The second one, I've also never heard. The designs were just unappealing which is why they were bad. And they were from an assumed standpoint because couldn't guess the characters, which is bad from the making your audience feel stupid area.
@jamespateluniversity24 күн бұрын
@@furyberserk I'm not sure if you meant to reply to me or the video ( This isn't my video), but I've personally seen both those types of redesigns here on youtube. Criticalart_64 - Concord Character redesigned (430K views, definitely falls into the "goon" category for the female designs) Tyler Edlin - Critical Design flaws that ruined Concord ( 255K views, compares primarily to overwatch) Sungrand studios - Pro Character Designer Explains Concord VS Overwatch Characters (400K views, literally the title) Just those three are over a million views cumulative, and there are a ton of smaller channels that essentially follow the same logic. Totally understandable if you didn't encounter any of them ( I just got recommended them randomly by the algorithm), but they're certainly popular talking points. When the maker of this video refers to the "goon" topic, I believe it's just a crude summary of all the people that confuse appeal with sex-appeal and want every character to be like eve from stellar-blade.
@DoctorPhileasFragg23 күн бұрын
@@jamespateluniversity Was Criticalart_64 explicitly saying we can't "goon" to the Concord designs, or was that just the impression you, personally, got from the artist's redesigns?
@spamhands699324 күн бұрын
Another thing of "the key to iconic logo design being Balance, Versatility, Simplicity" not being true is the Windows 98 and Windows 7 logos being so much more iconic than Windows 10 and 11s. I'm also more and more convinced that 1. the designs didn't really translate that well to the realistic style. 2. nobody's talking about how this is yet another one of Sony's poor decisions in publishing.
@athamicis17 күн бұрын
I appreciate seeing more discussion around the concord designs swinging back against the first wave of videos. Here’s actual paragraphs of my own contributions to the discussion: I for one definitely still found the designs ugly regardless of the discourse around the game, and I would attribute this to the uncanniness of their animation and facial construction, and color grading. I feel like you’re undervaluing the concept of readability here: I’m pretty sure everyone making that argument was assuming an audience who understands the language of videogames (a large audience which probably everyone who saw the trailers belong to), so it’s sort of a strawman to bring up the typical mom in her 30s-40s, who has more important things to do than even look at videogames. And it’s so unusual to say that this game specifically should either communicate to every layman, or shouldn’t bother communicating to anyone at all. Even if unsaid, I’m sure we all realize a major reason for the designs having backlash is that a large number of outspoken players see it as “social-justice coded”, and the mere thought of that drives them into an irrational frenzy. Of course, I’m NOT making the case that this is necessarily a failing if the design, but I would say this reaction annoying anti-progressivism gamers is the main reason the conversation has gotten so big. It’s probably for the best that you didn’t get into this, but the thing that annoys me the most about the redesign videos is that they just show skin and tits and say “fixed!” And then when you ask how it’s better everyone just goes “Uhmmm…sex SELLS, idiot. Everything should have SEX, literally every game SELLS because SEXY”, often dropping their own criteria in favor of giving a woman tits. I’m not sure why people seem to think that there is a conspiracy to force them to accept unattractive characters, but it is very sad to see that in some ways (though not all), the stigma of gaming has become even worse over the course of the last decade, thanks to people who are proving the stereotype right by whining about this.
@joolian476324 күн бұрын
a good example for how little design can matter in a games success is Gigantic. Gigantic is a Moba-esque 3rd person hero shooter with great character designs and fun art direction, but its still a game trying to compete against the likes of League of legends and overwatch. sometimes all it takes for something to fail is a few bad decisions in spite of how beautiful it may be.
@DoctorPhileasFragg23 күн бұрын
and it still didn't fail as hard and fast as Concord. You're not making an equal comparison.
@blitzfyre66921 күн бұрын
@@DoctorPhileasFragg i don't see how fast it failing has to do with anything. It's not really a comparison. It's an affirmation of one of the videos points, despite gigantic's GOOD designs and art style, its incredibly stupid hard to compete with something as monolithic as others in its genre like league of legends. Especially at an upfront price like gigantic (to my knowledge) has.
@2fersttwo18 күн бұрын
@@DoctorPhileasFragg and have you heard about Gugantic? no?
@Noobgalaxies16 күн бұрын
Ironically, one of the artists who worked on designing Concord characters, Vinod Rams, was a main character designer in Gigantic Their designs for the Concord characters look dramatically different from the final product and imo so much better
@nahuel343312 күн бұрын
I think that in no small part had to do with very little marketing. Something Concord had in stupid ammounts considering they are even getting an episode of Secret level. Even when Gigantic was comming out I only heard about it from some specific youtubers. You obviously will have a hard time making an audience if the potential audience doesn't know you exist
@Awksi22 күн бұрын
It feels like no one understands the rule of cool anymore
@MicheleMontini13 күн бұрын
I totally agree with you. I've seen sooo many bad and generic redesigns with willfully wrong design directions, and I always find myself wondering if I'm wrong about how I think about concept art, since so many other concept artists are going toward the basic academic concepts only, not thinking about the context of what the end product should look like. There's a reason a concept artist should be more of a designer, while lead artists and art directors still exist. This whole Concord thing has made me rethink a bit on how I teach concept art, since I've been doing the same thing with my students about the basics (shapes, colors and meaning) and I think a more brief and style oriented approach should be taken, and artists should start taking in consideration there's an art direction that needs to be taken in account, and without knowing the basics about that everything else won't come together. I was just amazed by seeing how many of the redesigns missed the base style landmark (retro 80's sci-fi) and kept on picturing the same modern stylized silhouettes and shapes.
@lennoxmarchioly30893 күн бұрын
really good comment, i will think about "style landmark" forever
@trumanhalladay71676 күн бұрын
This is the best and most authentic Concord redesign video I have seen so far. It’s honest, critical and technical. Well done. Thanks for publishing
@HOUROFPOW3R24 күн бұрын
Honestly glad to see someone bringing this up. It was mindblowing how so many artists out there 'fixing' the designs didn't recognise the influences the game was drawing on. My first thought on the failures of the art style was mostly on the actual engine itself and how the world and characters are rendered in-game. An undersold aspect, honestly. And I'm glad you mention the importance of time. People talk big game about things like 'simplicity in logos = good' but nah it's just whatever is trendy and associated with successful brands. Could be complicated as hell just as much, makes no difference in the end. We're pattern recognition machines
@chok116923 күн бұрын
If the influence was Mobeus they certainly landed the designs, but... Who really cares about that? Artists certainly do, but consumers? Did they really think that those type of designs would be appealing to the general masses? I refuse to accept that and I still believe that the concept artists got fucked over because of the higher ups pointing to the worst of the designs.
@HOUROFPOW3R23 күн бұрын
@@chok1169 Yeah those designs 100% have acceptable mass appeal, though certainly needing some tweaking. I mean even dirty bomb was a game with no surface level appeal but I actually quite liked its character design (the writing & va didn't hurt) for its first so many years of life and the game did quite well for itself. I do think a big element of the financial success of the project comes down to putting it at a $40 price tag when they don't have the respect and brand recognition that someone like Blizzard or Valve would have (and even they both have conceded to the importance of the f2p market) And the thing that failed with the art style is merely the undercommitment and lack of confidence, something not uncommon in development hell games
@qaztim1123 күн бұрын
@@chok1169 Yes, people would like a lot more of these designs if the aesthetic was better executed. Make them more cartoony, and stylized, exagerate the characters more, go for a cell shaded aesthetic to lean into the moebius style more. By going with hyper realism in most aspects of the characters and design they made the entire thing less appealing
@chok116923 күн бұрын
@@HOUROFPOW3R Give me the name of a popular game that has those types of designs and I will believe you. Because the whole roster of Concord was really unappealing except maybe one or two. If the game has a good rooster and is fun to play most people don't care about putting 40 bucks to play it. So I don't think the price tag was the reason for its downfall. Finally, what do you mean with "lack of confidence"? I think they went really deep with the modeus brief. Wanna know your opinion.
@yenilikci568222 күн бұрын
Concord only has 2 designs that look anywhere near appealing. And I don't mean sxually. And then there's the weird obsession with gut imagery which is even more ugly and macabre. Ruins the pieces. A 70s post futuristic world is a bad idea overall imo. At least for a hero shooter. It just looks ugly. Somethings are not meant to be man.
@talluna861924 күн бұрын
FINALLY a good take on this whole thing, ppl are so quick to blame the people who arguably have the least control over the final product
@ARStudios200023 күн бұрын
Honestly I've seen TONS of people going at the executives and the higher ups rather than the artists themselves. At least from what I've seen. That's another thing about the whole thing; it's like the thing what each other has seen a lot is right contradicting what the other has seen. Like how Chroma says one of the most recurring complaints he heard was how people can't "jork off" to the designs when of all the times I've seen these designs critiqued, I've never heard of that statement once.
@Notabear681023 күн бұрын
The artist didn't exactly respond to the public in the best way
@DoctorPhileasFragg23 күн бұрын
@@Notabear6810 That's true, the lead character artist vehemently defended the results - therefore either making himself a part of the crime at best, or revealing his total control over this aspect at worst.
@no.1spidey-fan18221 күн бұрын
@@DoctorPhileasFragg Exactly people ALWAYS wanna blame the execs but the artists signed on in the end and doubled down on the designs that were approved. They attacked people and literally called them UNtalented HACKS. And you want me to fell SORRY for them!? Nice joke😂 Although it wasnt ALL of them that did its just sad the main voice happened to be the creative director
@radio_shapka23 күн бұрын
Finally someone on this site speaks sensible things about concord's design, thank you.
@vcubedvvv9 күн бұрын
I have been begging my favorite arttuber to do a redesign of concord characters and i am glad that they didn't took my advice
@GraveUypo3 күн бұрын
ah i miss the 90's, when the justification for putting things in the game was "we thought this was some cool shit, so we put it in".
@jamesmason797919 күн бұрын
I don't think you argued your case very well for a multitude of reasons. But I'll stick to three. 1. The in‐game designs do not reflect the influence of Jean Giruad very well. And there's a question of how many people are familiar his work. 2. Concord costs hundreds of millions of dollars. With a budget that big, designs have to appeal to a large audience. These designs just don't. 3. Plenty of people have tackled the pricing and genre oversaturaion issues. But the design issues are more meme-worthy and thus more popular.
@maninblack3410Күн бұрын
Also, dismissing artists who want characters to have some visual appeal as gooning really put me on the opposite side of his argument right from the start. Especially when the next thing he does is list out good character design traits… like being visually appealing 🤦♂️ Edit: I just got to the part where his defense of concord is an example… of how overwatch *doesn’t* have “instant readability” because… your mom couldn’t figure out what’s happening on screen??? Who makes an argument against character design based on gaming literacy? Why would they cater to people who don’t play games?!? Yes *we* know red potions heal, *we* are the ones going to buy these games, *we* are the people they’re designing this for.
@Tomasrrb19 күн бұрын
I agree completely. We've seen the opposite in videogames and film, where you have something extremely beautiful but with no substance. Those also crash and burn. Videogames are a whole package of things, including setting, story, character development, character and world design, coding and many other things. If it depended exclusively on character design, Minecraft wouldn't be a thing.
@bruoche19 күн бұрын
To be fair, the fact everyone ignore the art direction of the game may be testament of how little the art direction was communicated by the final designs- Like I love moebius' style and when I saw concord I did not for the life of me thought of that style for a single second... When you put specific characters side by side with a moebius one you see the ressemblance of the design, but the style itself isn't really there and so ironically enough the context that made the design work disapear Mobius is way softer with very desaturated colors, detailed linework and smooth gradients. And even design wise, it feel like concord's designs are attempts to copy existing designs they saw but a little worse to not be exact copies instead of making a trully original spin on them, it'd diluting the style not elevating it
@christianvondruska824418 күн бұрын
Excactly, the game really could've looked great if the execs didn't force those uncanny and disgusting graphics onto the game for the sake of high fidelity. Ironically for them that decision ended up backfiring spectacularly. I feel sorry for the dev team, they worked hard on a project which was doomed to fail
@Will_Forge3 күн бұрын
The issue with Mobius's art direction is that it feels other worldly in a way that makes me feel like I'm not the character, but Concord is a third person shooter with a tight third person camera. A tight third person camera as well as a first persona camera both try to make you feel like you are the character and rely on that working to make the game feel, uh, groovy, to vibe... Hold on... To make the game experience feel more cohesive. Had to think of a better phrase, but basically to not feel like it's repulsing you out of the experience by breaking immersion. Anyway, the way to implement something like Mobius's style is to implement it into a third person video game with a free motion camera, or maybe a side scrolling game or a game with a 2nd person style camera like Metal Gear Solid 1, 2, and 3 where the camera is fixed or on rails but moves to new fixed locations or rails as you pass to new areas of the game world. Take the Odd World series as an example of doing this right in both 2D and 3D. Odd World does not use Mobius's style, but it uses a similarly disruptive art style to the game's immersion because it looks mildly repulsive in an other worldly and almost disturbing kind of way just like Mobius's, which is also an appeal to both of them. The way they make this work is they let you control the camera which works in a number of ways to help with strange art styles like these. Let me explain below. The first and most important effect that these other camera angles provide is a feeling that you are the camera and not necessarily the character. You can look at the character and scrutinize their designs and not feel averse within the realm of the "wierd but good" art style because you're the camera that's viewing them rather than being tied to them as closely as games like Concord. You have the freedom to examine. When you're playing as a character that feels too other worldly, being able to examine their details and take in the art style during gameplay and at your own will makes it easier to accept them as your character stand-in within the game world. It's the difference between being the Master Chief or Samus and feeling like you're them, vs playing as Link or Marcus Phoenix and feeling like they are them and you're getting to step into their shoes for a moment (in Link's case being the reason Nintendo ultimately gave up their failed attempts to make him a player stand-in and ultimately just accepted he is a stand alone character with a dedicated name like in Breath of the Wild and Tears of the Kingdom). There are likely other ways this helps. I feel like I had a third to add here and forgot it in typing these two up, but this is enough to explain it, I think. This is all also why video games have had the freedom to make more varied and wierd art styles than film and those games still become extremely popular rather than remaining a small cult classic as in film. Players being able to explore the world at their own digression in games rather than being forced to view the world as the director sees fit is a massive part of why video games have some pretty wierd art styles that might otherwise be a turn off. It comes down to control of the camera in relation to the characters, and the cinematography of the video game landscape. Sure you can turn your character to turn the camera in a sort of free camera control sort of way in tight 3rd person and all first person games, but you can't turn your character separately from the camera. The game acts like a movie director in those games and controls the shot for you. It may seem subtle, but it's absolutely applicable to player psychology. LT;DR: If the player doesn't have control of the camera angle distinctly from the character, then wierd art styles like Mobius's don't work as well due to player phycology and cinematography.
@ZEBASS21 күн бұрын
Dude this video was SO spot on, thank you! I don't even care about Concord all that much, but the message you're getting across is just perfect. I love it when people are smart and have good explanations about these stuff. I hope it'll help general non-artist audience to have a better understanding of why things are perceived as "good" or "iconic". As an artist myself, I started seeing a lot of Concord concept art posted after it flopped, some of it by my favorite concept artists, and I was really impressed. As you mention, a lot of that art is AMAZING! They just didn't translate well to the final 3d product because that's the industry for ya.
@leo590721 күн бұрын
or maybe they were just doing a bad job making that concept art without thinking that it is for a videogame
@ZEBASS21 күн бұрын
@@leo5907 Ehh... they are professional concept artists that work FOR videogames, that is literally their job. Why wouldn't they think it's for a game?
@jesustyronechrist233016 күн бұрын
So reading the comments under this video, I am gathering some caveats that I want to criticise (trigger warning, I am giving you the harsh truth): - Some people almost seem to think these redesigns are "problematic" or even some sort of an "attack" they are taking personally. There's stuff like "I feel crazy", or "I thought I was the only one" that follow them going against the curve and disagreeing with the redesigns. Also identity politics because naturally... - Redesigns are inherently subjective and controversial to people. You have to sacrifice something, be it original intent or improvement. And both of those are subjective. - People offer a spectrum of opinions of: Redesigns are good / they misunderstood the assignment / they are worse / they are total dogwater and I hate it. Many don't like the redesigns, stating they don't agree with their idea of "good design" or "aesthetics". It's kinda like disagreeing with the "rules", thinking they are not rules or just meant to be broken. Which they are. - Many seem to take these redesign principles as attempts of "universal gospel", removing the context of the redesigns being a for a hero shooter video game where the designs HAVE to be not only clear for gameplay purposes so you can identify and separate them at a split-second glance, but also to be ATTRACTIVE to incentivise unlocking cosmetics for these character, via progression or by buying microtransactions. - People seem to be yearning or at least demanding people to accept or do more "plain" or "ugly" characters. This is a weird modern take that stems from an obsession to "subvert beauty standards" by repeatedly hitting your head on a wall and then shaming people for not liking your ugly designs. It's like some people want every single design to be a political/philosophical statement about aesthetics and if they fail to do that, they somehow a bigot or something negative. - This blatant disregard (and sometimes denial) of the context seems to be the main reason why people think the redesigns are even sometimes "problematic", like over-sexualizing or stereotyping. And to these people: Yes. You are right. That's the point. That's why they are professional designers who work on the industry and you are not. That's what is wanted and needed for vast majority of projects. It's not about making a political statement or representing reality. It's about making attractive designs for a video game. You just don't like it. You don't like that it works. You don't like that's what people want. And the worst part for you is going to be accepting that's going on and will go on. I know it makes you lose faith in humanity and get scared, but that's reality-- Not everyone likes what you like and dislikes what you dislike. Not everyone has your idea of looking things, of seeing how it impacts society or re-enforces some bias. Not everyone thinks like that. Not everything is a grand conspiracy to keep you down, some power play to spite neo-Marxism (which a lot of the ideology behind these philosophies on beauty standards stem from) - And finally: Some try to remove all accountability from the artists. This is a recurring motif with game design, where execs and managers take all the blame. There is this stigma of thinking creative types are always oppressed and can actually do no wrong. That they cannot make a bad piece of art, especially in a team environment. This is just a childish way of thinking about it and shows utter lack of experience or insight into the industry or art as a job in general. Even if the artists didn't do a bad job at the art and weren't allowed to change them by the execs, they did a bad job at convincing the execs. This is no longer about the artists doing bad art, but just being bad at their jobs. And for MANY people, they absolutely hate the idea of creativity mixing with a job. They refuse the former to be impacted by the latter. And this almost always tells you they are not a professional and don't make art for a living. TL;DR Don't change your opinion just because you see bunch of people online agree/disagree with something. Don't just follow the herd because you think you have found the place where "all the people with authority on the matter gather around". Because 99% of those people have 0 qualifications to make the opinions they are making, but they still do it with utmost confidence, as if experts. How do I know this? I am doing it right now.
@MaeIsOkay17 күн бұрын
God thank you, so many people were acting like the only way a design can be good is if it visually spells out what the characters ability is when thats not the only way to make a good design
@jesustyronechrist233016 күн бұрын
I think there's more nuance than that, and it's kinda naivé to replace one reductive opinion with another. That's just lazy. Yes, stereotyping to communicate a character role/behaviour/skill/purpose isn't THE only way to make a good design. But one could argue it is at least ONE of the best ways to make good design FOR a hero shooter. We are not talking about character design for a comic here. I think that's why the Moebius inspiration doesn't work either: That artstyle and design language only really looks appealing as illustrations with bold lines, not with a realistic 3D graphics.
@MaeIsOkay16 күн бұрын
I never said it wasn't a good way to make a design, of course tying a characters ability to how they look can make awesome designs, and it works well for hero shooters. My problem was with people saying its the only way to make good designs. People act like if a healer isn't in doctors scrubs then it's a bad healer design inherently, for instance Plus id argue it's still not the only way to make good designs even for a hero shooter. As long as each class/hero is visually distinct from each other, it's fine. Overwatch has characters that communicate what they do through their design but it also has several characters that don't, like Ana. Since they still look distinct from each other, however, you'll know who does what at a glance once you've learned about them. Same with TF2, characters like Medic and Engi say what their ability is through design alone well enough, but without his sniper rifle nothing really screams sniper about Sniper. That's not a problem though since every single merc still looks visually distinct from each other As long as the classes in a hero shooter are distinct from each other then you'll know who does what at a glance the same as if their designs clearly communicated the ability
@jesustyronechrist233014 күн бұрын
@@MaeIsOkay "As long as the classes in a hero shooter are distinct from each other then you'll know who does what at a glance the same as if their designs clearly communicated the ability" Concord did this and the designs suck and failed. And you are still holding this opinion regarding to hero shooters despite your point being proven wrong in the exact thing we are discussing? You used Overwatch as the good example, but isn't Concord the bad example? And would you consider your examples as the "best" designs in Overwatch? I don't think calling your opinion "wrong" is the right word here thought. It's more like "stubborn" and "unself-aware". It's like you forgot what your were even arguing for in the middle of the comment.
@MaeIsOkay14 күн бұрын
Dude the point of the video is that the designs sucked in ways besides the fact that they didn't have visual communications for character abilities. They sucked because they didn't have many interesting details and were generic, not because the fire mage wasn't red or the healer wasn't wearing doctors scrubs. My point with overwatch is that it's often pointed to as something with designs that communicate powers and look good, and it is. But it also has characters who's appearance don't communicate what they do and are still good. Ana is a good design despite the fact basically nothing visually cmmunicates her as a healer. I don't know why you think I forgot my point or that it's unselfaware? My point is that while visually communicates a characters ability through design makes for good designs, it's not the *only* way to make good designs. Again, Ana from Overwatch proves my point exactly. Nothing communicates her as a healer, a new player seeing her wont realize what she does through visuals alone. Even so, she is distinct from other characters to where once someone knows what she does, they'll see her and immediately know there's a healer on the field. Overwatch has both characters that visually signify what they do and characters that don't, because one way or the other is not the only good way to make character designs
@gabrielprice12813 күн бұрын
You're right that trying to compete among free games but then charging for it makes the gamd destined to fail. My beef with the character designs is that the game was supposed to compete with hero shooters full of superstars and recognizable characters that you want to pick up. But they then proceed to design character, which are mostly on a mediocre frame, muted color schemes, and just to be plain uninteresting to face less risk. Staying away from risk is an issue I've been griping about with virtually every large company that exists because everything is boring or predatory to consumers now.
@hoxtom366324 күн бұрын
FUCKING FINALLY someone gets it. I was stunned at these self-proclaimed ''professional'' artists with their template ABC approach to ''character design''. I thought I was going crazy with how popular those videos were. AMEN to you Chroma Moma. I'm not a fan of the Concord final designs either but my biggest gripe about this is how this discussion will probably push back against trying new things.
@Literature434324 күн бұрын
fr, crazy how the mainstream didnt get it whatsoever, im was starting to think i was trippin. (im not saying the concord designs are neccessarily good)
@hoxtom366324 күн бұрын
@@Literature4343 agreed, I think that game was just a perfect storm for people to pile on it. It feels like these youtube artist channels are just capitalizing on a trendy topic but are completely wrong with their takes (or at the very least super misleading).
@Literature434324 күн бұрын
@@hoxtom3663 like honest the number of them are essentially just saying that they're not seeing enough "flesh" is mind boggling, all the while in a condescending demeaner, smh, like what do they know, they got a whole lotta coom but little design/fashion sense in their brains. And im a straight dude btw. And the other ones are just like "oh the proportions are too realistic and/or the colors are too bland (ie not akin to Overwatch aesthetics lol)" im like how is this critique?? and their redesigns have nothing to do with the theme/context of the game. its like saying a plane is objectively better than a car lol.
@royaldarkness845324 күн бұрын
@@hoxtom3663can you guy give name example of those ‘popular’ artist youtuber here ? So I can avoid or at least take a grain of salt on their videos
@chok116923 күн бұрын
Sorry homie, but the end designs were shit. They were not appealing at all and I ain't blaming the artists, because from the beginning I said that concept artist that work in the industry know their shit and specially if they work for a big project. So I know for a fact that the higher ups had to have fucked up the end designs or what was the type of design they wanted which most of them are horrible and unappealing. I see a lot of drafts of the designs that look a lot better compared to the end designs by miles, so yah It was probably the higher ups, because I don't believe for a second that the concept artists didn't notice that the designs looked horrible. However, most redesigns on the platform didn't give that much attention to the context or brief on which the artists were working on for the designs of the game. And some of them focused too much on the rule book about the fundamentals of design... But, while it's true that rules are meant to be broken when you understand them, in the case of Concord none of the end designs are able to transmit that lmao.
@pearsonsweeney23 күн бұрын
Great video, I think you made some great points. I agree sometimes things are iconic because of time, not because they have a magical designs. To often in the online space we dog pile onto things that are trendy even if that means kicking fellow artists while there down. I’m glad you put out a nuanced and thoughtful point of view.
@qaztim1123 күн бұрын
The designs are made for something like Moebius,Scavengers Reign, Fantastic Planet or Heavy Metal. If you look at the art directors portfolio, you see she is massively influenced by Moebius. The designs are good if not great, slap a cell shader over the designs and simplify some of the shapes to make them less realistic, and that aesthetic would kick ass. What killed this game (and a lot of the AAA games) is the focus on hyper-realism, let games be art, stop making every game look the same.
@DK-th5nt22 күн бұрын
Yes, characters design is not the reason why the game faild. It's however one of many reasosns.
@onanthebarbarian484221 күн бұрын
Two things can be true at the same time. Many redesigns misunderstand the point behind character designs. True. Concord's character designs are bad. Also true. This video makes a good point about the context of character design, and how "readability" figures into that. A lot of these redesign videos make the point that a character should be instantly recognizable as their role, for instance. And this is wrong. But a character SHOULD be instantly recognizable as themselves, because players will be familiar with said character and their abilities in the game. And then their design should also be linked to their function in a gameplay context. For example, the Heavy in TF2 is large. It serves the function of being able to recognize and target him easily, because he is a character with a large health pool and enormous damage output. Not recognizing the Heavy for what he is will kill you in two seconds. He is also large so the other characters can hide behind him while the Heavy soaks all damage as the Medic is healing him. This is why Overwatch has a huge character pool of large tanks. In short, part of their design is dictated directly by their function in the game. Even if all characters were reduced to just squares, the tanks would have to be big. This is also where things like abilities and effects come into play, which redesigners have admittedly been largely sleeping on (but some haven't been). For instance, in Overwatch when a character is hovering over the battlefield, you know it's Pharah. You don't need other context clues. OK, on to Moebius. I'm not seeing it. And I think Moebius is over-cited on the internet, particularly because he's one of the few Eurocomics artists Americans are familiar with. One could easily cite Juan Gimenez as inspiration for some of these designs. But people don't, because people only know Moebius. Well, I'm not seeing Moebius in the concept art. And arguably, neither does the maker of the video, because he only uses the Dune concept art as an example. I'm not seeing any Blueberry panels, here.
@2Siders7 күн бұрын
A lot of people mistyping Moebius when they mean MORBIUS 🤤
@doc_sav24 күн бұрын
I mostly agree, but people were not buying the character looks before the game ever released. I don't say that to denigrate the artists. Things just don't always work out in business and art. In this case, the art may have deterred rather than attracted. I don't understand the sensitivity about it, personally. Take the L and do better next time.
@ARStudios200023 күн бұрын
For Firewalk, I don't even know if there will even be a next time
@doc_sav23 күн бұрын
@@ARStudios2000 There very well may not be. I am thinking more about the individuals and what they will work on next. One of them said on X that a bunch of them are considering quitting the games industry because of what people are saying. That seems very strange to me for professional artists, but failure is never easy.
@vinesta9 күн бұрын
It's astonishing the way everyone in this comment section is trying to cope. People complaining about people making female characters. Conventionally attractive are completely missing. The point is as if there are offended that a character can be attractive.
@MistaMocha24 күн бұрын
I wish Team Fortess 2 was the gold standard for character archetypes in online shooters. I think OW1 characters do not read well to people who’ve not played the game much - the designs are good but so busy. The characters you referenced, aside from Mercy, do not read the way you describe them to a casual player like me. Lucio does not read as a healer nor support as readily as Reinhardt as a tank. It’s only until you play and begin to know the character archetypes do you begin to make associations with their designs.
@yngva24 күн бұрын
preach
@jamespateluniversity24 күн бұрын
@@MistaMocha I think that was literally the point though , its further exemplified later when he says ana is clearly a medic " because of her gun". It's unlikely anyone instantly recognizes some of the OW characters in a manner consistent to their gameplay roles. So judging Concord against overwatch on those terms would be a little logically inconsistent, yet its what several redesigners have done. While TF2 is indeed quite readable, I personally think clear distinction between characters is sufficient even if they are individually quite complex. Though I only say busy when the details are excessive and uncontrolled, which I don't think is the case for most OW characters.
@diemes546324 күн бұрын
TF2 is the OG and still the best in this aspect.
@Snowmaninadesert24 күн бұрын
here is the thing about the tf2 character, there designed as archetype not as characters. you can project any character onto them and it well fit just fine. Only reason you think of the characters character how you do is because of how popular the game and the characters are.
@HOUROFPOW3R24 күн бұрын
Also the writing for tf2 characters blows every single ow character so far out of the water it's not fair. The artists designing the ow characters are absolutely stellar at their jobs, but ain't nobody writing home about how much they love the personalities of ow character and writing fanfic for reasons other than their incessant need to goon.
@Ugo_Goglu24 күн бұрын
I think about the designs from Anthem even though it flopped and I don't know anyone who played it including myself. The designs couldn't save it but it definitely didn't harm it.
@aaaagamedev352424 күн бұрын
Dude that side by side comparison of concept and 3d model show that they dont match at all. The 3d models are utter shit compared to the concept, details dont match, shapes dont match, proportions, poses, everything is MADE worse in 3d. It doesn't look worse, it is badly made 3d character models, incompetently.
@MarcinP210 күн бұрын
Looking at Mobius art. 1) I am sure I have seen it before or rather I have seen works influenced by it on pages of sci-fi magazines. 1a) however the reference was lost on me. It looks too different to be a callback. 2) It has a lot of line at details but the coloring is kept simple. The line art gives it texture. Doing a photorealistic color and shade scheme might break it. 3) it would be interesting to make it in cell shaded shader maybe stylized as watercolors. 4) they could have chosen less detailed drawings as inspirations, it seems like they put in as much detail as a closeup would contain. 5) the 3d artists exaggerated the shape of the concept drawings. You can see the big green character's torso changed shape for the worse. 6) I knew there were good artists on that team, the level/enviro art is great. Oh and I will add: all that advice people give Concord authors is applicable to superhero comics and pop art, which assumes every hero shooter is using that style. It's because the successful; ones do. I have to appreciate the ambition and guts to try to break the mold. If anything the project took to many risks. On the bitter side: the characters do bee too inclusive, should have kept them standard with all the other risks in mind.
@exuberantexile24 күн бұрын
Great Video most people don't actually go in-depth and properly on the Concord character designs issues, also your mechs are sick, ALSO MOEBIUS MENTION
@ChromaMoma24 күн бұрын
Impossible to miss if you're an artist
@hannahdeards965224 күн бұрын
@@ChromaMomaActually, I'm a big Moebius fan but I didn't clock the influence in the designs :(
@diemes546324 күн бұрын
They look nothing like moebius...
@leo590723 күн бұрын
@@hannahdeards9652 maybe because concord desing are just bad
@exuberantexile22 күн бұрын
@@hannahdeards9652 I think really the saturation and pallets, since concord just has really saturation and feels kind of muddy when the colors are define pared with some pretty weird overly design things you can see where it diverged and then kind of went wrong...
@TheCuteypanda17 күн бұрын
THANK YOU FOR SAYING THIS!!! IVE BEEN SO INFURIATED WATCHING THESE """REDESIGN""" VIDEOS
@ericfrancisco661523 күн бұрын
MOBIUS' style just doesn't work in a hero shooter. It would've fared better in PvE centric game. Plus the realistic look just clashed with the stylized look of MOBIUS.
@sandcastle8411 күн бұрын
No, I think Spectre Divide proves that Moebius' style is possible in a shooter. For a hero shooter though, that remains to be seen.
@cdubsb383118 күн бұрын
I've been avoiding most of the critiques where they have their own idea and be like "There, I fixed it". There's stuff you could critique and learn from the failings but the idea of improvements should keep in spirit with what they're going for. The push for realism cluttered the design and prevents choices of exaggeration and contrast. While there is a cynical side of needing to make characters appealing in order to incentivized purchasing skins to keep the game afloat, the real issue is that I couldn't get a sense of how these characters play. Even after reading their skills. If there was a character in most other games whose gimmick I never immediately got, it would at least make sense after it was explained to me.
@dustysketching672523 күн бұрын
it reminds me how some people though way of making better designs were either make then more "sexier" like some femine chars give em more breats and exposed areas instead of rly focusing of making the concept better, and it rather looked more like a fanservice redesign
@nintendokid99806 күн бұрын
This video is truly the lone wolf in a sea of sheep. I don’t think I ever once saw someone critiquing the game actually reference the intention of the designs. It’s sad to see a game fail but saying the sole reason was the characters is really just willingly being blind to the real issues.
@yashasvajain828224 күн бұрын
Man this is such a true click bait. Like i clicked on the video by the thumbnail wondering if there's any substance in it or is it just a roast video but man he's so true. Good one bro!
@adir60949 күн бұрын
8:19 this is so true, as someone who doesn’t play overwatch either, I was so confused with the ‘readability’ that they were glazing
@Wildkarrd17 күн бұрын
4:50 KHRUANGBIN MENTIONED
@larikoproduzimentos450113 күн бұрын
HELL YEAH🗣️🔥
@GuntPunderson-jl5ni5 күн бұрын
Love this. The best video I've seen on Concord's character designs by far.
@ninjapotato98024 күн бұрын
Seeing so many artists post their work on concord these past weeks it's truly insane how much work just went down the drain here
@Entertaininglylame12 күн бұрын
Seriously great vid! I’ve always been interested to learn where things draw inspiration from no matter the medium. I like to gain an understanding of the thought process behind the designs. So thank you for providing the context of the character design. I was intrigued by concords designs and it’s great to know what their source of inspiration for was. Now to delve into the inspiring artists work and study it!
@okays-24 күн бұрын
Really good points made here. Design unique to character backstory, and not just general principles of association, is so important to the depth of the characters The knowledge when character designers put enough thought to connect and give reasoning for why they have their designs made the way it was is so reassuring
@Appletank86 күн бұрын
My main issue with Concord is they feel like Cosplayers, not Mercs
@virgiornos642023 күн бұрын
While I love the style of Mobius, I can't really picture it being used in a pvp shooter game. I see it in an open world game like breath of the wild. The only way for it to work is if they really heavily leaned into it, like weapons that are designed based on the style seen in Mobius or retro future aesthetics, reloading animations, terminology, and just totally going all in 100% on the theme. Super niche, totally weird, but fully immersive. It's entirely possible that this was the intent in the beginning, but 8 years later and you don't really see any of that in these designs. Someone overhead definitely had a foot in these characters looking as bland as they do, possibly trying to appeal to a bigger audience, and ranking up the 200m dollar bill. As 'strange' and unique as Mobius is, not even they broke the fundamental principles of design the way you see in these characters. But appeal is a big part of marketing, and I think that's were they failed. It 100% wasn't because the character designs were flawed. There are TONS of games and media out there with characters that don't have good designs and look like shit, ngl, but are popular because they're still really good without it. In fact, I'm sure this game could have gotten a lot of people who just wanted to check out how bad the characters look. But no one wanted to pay $40 to do so, not in 2024. It just wasn't appealing enough to buy.
@ViviButter22 күн бұрын
So the issue wasnt the design, but the style it was presented in. The Concept art looks great, thanks for sharing this! Would have never guessed they were moebius inspired at all. I wish they would have leaned more into it, capturing more of that atmosphere especially. The hyperrealism in the 3D art style didn't help at all and the trailer looked like it was trying too hard to be hip and cool ('we have guardians of the galaxy at home' typa vibe), when it could be a dreamy, vivid sci fantasy world. That would have made them stand out to all the other team based free to play shooters. But of course that doesn't sound like something that would please stock holders. EDIT: Oh and I don't think people were putting down the artists work, or did they? I didn't watch a lot of redesign videos. But for me it's obvious that at big companies the last call takes somebody who's not an artist. And you're right, one poor business descision after another made the game fall in the end, not the design.
@Zarzar2224 күн бұрын
Okay its fine if its supposed to be based on Mobius. But it has failed epicly at that. It looks like people in costumes cosplaying Mobius while missing the entire tone and mood of that art style and only focusing on the shapes and colors
@Biouke18 күн бұрын
It's like the concept/character artists never got told they were working on a realistic 3D game and the 3D artists completely missed the Moebius style.
@crybirbКүн бұрын
Dude, finally an actual good video about it. The character art was never the problem and it only proves content creators mostly just hop on bandwagons without caring about the message.
@taleteller783818 күн бұрын
Magic the Gathering didn't become popular because they had a lightning bolt on a card or a drawing of a black flower. Good or bad art is a nice catch, but it won't keep anyone.
@maatoangeleri291318 күн бұрын
The final style reeks of executive meddling. "What if it looked more realistic?" and such Had they gone full Moebius rendering like the concept art, this game would look amazing
@ranzu313820 күн бұрын
YES FINALLY Concord designs are a conplete miss, but ALL redesigns I've seen are equally if not of WORSE quality than Concord's final designs. They all completely ignore intent, context and inspiration. If you have a bad hamburger and "fix" it by making it a hotdog, bad news: you didn't fix crap, you made a hotdog.
@Trecherousbeast24 күн бұрын
I think you’ve perfectly explained why I dislike redesign videos. Applying basic design principles is easy enough, but without any focus it ends up looking cookie cutter. Not exactly bad, but not as great as it could be.
@NotSoMax24 күн бұрын
Absolutely this! I’ve been wanting to make a video in a similar vein where people judge a design completely devoid of context of the visual language surrounding it. The designs can be critiqued but you need to do that in the context of what they’re trying to communicate and achieve with their visual language
@NekoColaQ20 күн бұрын
This game should have been for me. I was excited for it. I want it to come back and I want to play it. I'm just saying this because I feel like people don't think I exist, and if you agree with me you're not alone.
@riddhimabhatt399724 күн бұрын
thank you so much for uploading today...you saved my career . honestly..i was thinking of dropping out of art school but your videos keep reminding me of my love for drawing..especially your sketchbook tours..thanks
@joaomarcos719924 күн бұрын
Why would you quit art school? i really want to know
@joemartin745110 күн бұрын
absolutely. ive been saying that since i learned about the concord situation. the game was set for huge challenges from the get go. saturated market being on console price tag marvel bootleg roaster and the cherry on top is the unorthodox character design.
@younglink871823 күн бұрын
I am not a game designer, but I can say 100% that character design can and has steered me away from buying or playing games. Something was definitely lost in translation from the concept art to the final product however n this game, and that's very unfortunate.
@VultRoos18 күн бұрын
Thank you THANK YOU, i feel like i was going insane looking at the discussion on it by prior who never even saw the original concepts
@HardyLeBel-c9r23 күн бұрын
I agreed with the points you were raising right up until you started saying individual contributors can’t affect the overall quality or direction of large projects. That is 100% wrong. The most successful teams and projects rely on every member to be committed to excellence, and to have the courage to point out when work is not up to snuff. Every single person, 100% of the time. That’s where Halo came from.
@quadrodopollock20 күн бұрын
6:50 Hell yes, man. A logo doesn't add value, it identifies. We think the Nike look is cool, because we associate it with cool stuff.
@Dark_Peace24 күн бұрын
Me : Concord designs are bad This guy : they're inspired by Moebius Me : ...Concord designs are even worse
@leo590723 күн бұрын
yeah like idc about the context it's just bad
@nerdstorma842722 күн бұрын
THIS 😂
@no.1spidey-fan18221 күн бұрын
EXACTLY💀. Knowing where the designers pulled inspo from just tells us how BADLY they represented the inspiration🤣
@ranzu313820 күн бұрын
Which makes the redesigns people have made even worse. Intent is the first thing you learn in order to give critique, otherwise your critique goes nowhere and addresses nothing, as demonstrated by dozens of redesigns being straight up worse than the original designs when actually applied in context.
@nerdstorma842720 күн бұрын
@@ranzu3138 I could throw a handful of paint at a canvas and say I "intended" for it to look like a Deer, doesn't make the end product any less off-putting. Stop apologizing for companies that want to shove their weird propoganda everywhere.
@kharmachaos66710 күн бұрын
Thank you for putting this out, I was tearing my hair out when so many people were talking about character design like they knew everything about it... and all they did was completely change every character's theme, tone, colour scheme... (there was a video which turned them all futuristic mech style. Inherently cool, but would have NOT FIT THE GAME AT ALL...), oh and can't forget that some people believe that games can't have good design without making their characters booba. Quick guys, let's alter steve from minecraft to have huge muscles and all the characters from stardew valley to be gacha sexy.
@chalibard382618 күн бұрын
Team Fortress 2 already nailed character design almost 2 decades ago, the video game landscape would be in a better place if studios just made their game with thoses character only, no matter the genre, just put differents hats for the NPCs.
@heartsockette23 күн бұрын
Concord makes me sad, beyond just how long it took and how hard it flopped, because in the concept art and some parts of the game there was something that legitimately could've been cool and unique. Its ranked mode wasn't an overwatch clone - it was closer to a game like Siege (although still very very different), with permadeath and limited uses of your abilities, which would persist throughout rounds - so you'd be making elaborate setups to last you into the next round. That legitimately sounds cool and now suddenly the lack of ultimates makes sense. Imagine that game with an artstyle closer to the concept art at 4:16 and 11:11. If that came out around the Overwatch craze it would've probably done well and stuck out among other hero shooters (which, unpopular opinion, is a very good genre with a lot of room to grow. I love Deadlock). But ofc executives are like "make it like popular thing!!" and it became Concord.
@grrrrroch24 күн бұрын
Holy shit, I am relieved we share the same view on this matter. So many dogshit takes and bad redesigns flooded everyones timeline, it was overwhelming. Sure, maybe the game had flaws but so many stupid people jumped to idiotic conclusions at once, blaming who knows what for a failure of a game that simply missed its timing. Social media is scary, once the people start to follow a trend and build their narration, there is no coming back.
@spades330718 күн бұрын
Finally someone with a sensible opinion in this debate! I hate seing people start their videos with “I really dont want to insult anyone who worked on Concord, this was more of a studio effort” and then proceed to blame the character designers and only them for the downfall of not only the game, but the whole studio…
@nwonknu-23 күн бұрын
1:13 LITERALLY. I saw soooo many people give Roka a bigger chest in their redesigns, one guy even said he did it because her actual chest "wasn't realistic". So many redesigns-done by men especially-just made them "sexier" in the most conventional way possible.
@battleframestudios898923 күн бұрын
How dare they.
@Aeiouaaaaaaaaa23 күн бұрын
“Wasn’t realistic”???????
@shoelessbandit158123 күн бұрын
Clearly never met a real life woman before of they think she's unrealistic
@appended123 күн бұрын
@@battleframestudios8989 there's nothing wrong with doing a sexy redesign. The issue is when people equate standard issue sexiness to good design. Imagine if I "fixed" Roadhog's design by just giving him abs and claimed my design was superior because he's more attractive now. That's how these "boob job" redesigns can come across to people who are looking for some substantial character design work.
@Yattayatta23 күн бұрын
@@appended1 Roadhog isn't exactly an iconic design though, is he? If all the characters looked like roadhog, the game would've sold less no doubt. The "smart" thing they did was sneak a roadhog in with all the other characters that are mostly heroic/attractive/interesting
@thenerdzuero600218 сағат бұрын
Thank you, a designer who actually understands design. Although I didn't like the look of some characters, I never thought it was their looks that made the game fail. I followed concord since the first released video. At each video, until the third, it seemed like a different game. And the aesthetic is actually the only thing I was enjoying, because I got what they were going for. The 2D, less realistic versions were really cool.
@11nephilim19 күн бұрын
Oh my god THANK YOU! I didn't think an actually good Concord video could exist but finally we have one.
@Yesnomu4 күн бұрын
Really interesting! I didn't understand the Moebius influence before, but I can really see it. And agreed, respect to the artists who put in so much effort, even if the concept was a problem from the start.
@CelesteLunaRael23 күн бұрын
I like how we're also critiquing the redesigns😂 They also need to learn the lesson HARĎ
@blitzfyre66921 күн бұрын
Really respect this video. Hoping these devs find a project their actual visions can be appreciated in
@blakecharlessims24 күн бұрын
Great video bro! Really shows your contextual knowledge and experience with genuine critiques in contrast to dog piling that's going on right now with Concord.
@ChromaMoma24 күн бұрын
I appreciate that!
@tomagee42020 күн бұрын
A lot of hard truths here! The defensive barrier of “subjectivity” in art is one of ego and many armchair critics have their walls up very high.
@jinenjipeke21 күн бұрын
this video is the best one i've seen about concord, i agree with all you said. those concept art and designs at the end made me realize how good this game would have been if sony didn't decide to remove all the soul from the game