The clarification was much needed, and I thank you for taking the time to explain your position more thoroughly. As I’ve said earlier, many of my issues stem from the assertion that this is an objective problem and that it is rooted in the Reforged Models, and I interpreted it this way due to the nature of the thread topic. The context of the ‘Graphics’ in general would have been supplementary in showcasing the problems with the models, but I understand that was not your original intention.
What I seem to understand now is that this should be taken within the context of multiplayer in general, but for the most part I still see this being an issue primarily for competitive melee. I am fully aware that it is still a problem for many custom maps and campaigns, but for the most part I don’t see this as being a problem across the board in any objective way; it’s all a case-by-case situation. Some maps look worse than others, and it depends on the use and design of the maps and how they choose to use the models.
If we are talking about the visuals not fitting the general concept of ‘Warcraft 3’, I will undoubtedly agree. The visuals established by WC3 are very specific and cater to a more cartoony, exaggerated look which is meant to be easy to read in large battles. Reforged’s designs have too much micro detail that gets in the way of the silhouettes and team colors, and this is problematic for Warcraft 3’s gameplay, specifically. I don’t simply think a ‘new coat of paint’ would fix these issues, it’s a fundamental design issue, and I agree with this.
However where my stance differs is that this should not be considered objectively bad for all multiplayer game modes. Sour milk is bad to drink, but it’s not bad if your intention is to make sourdough. We have to be careful of the context we frame these things. This is one thing I fully agree with DesignDragon on, that the design specifics for particular game modes should be discussed and criticized. I fully agree that the style doesn’t work for Melee/Competitive Melee. I disagree that it is objectively bad, simply because we have no data to really support this notion. We haven’t done scientific research, we haven’t heard the opinions of people who freshly adopted Reforged; we are only revelling in the echo chamber of veterans and enthusiasts who are raising issues on how the models/graphics simply don’t work well for Melee.
As someone from the outside who doesn’t play melee, I don’t hear these same complaints coming from the custom map community. I DO hear complaints, but not of the same nature as the recognizability or the lacking team colors or the framerate issues that are impacting melee. This is where I disagree that it would be objectively bad, because the issues that affect Custom Multiplayer games may not be the same as the ones affecting competitive Melee, and the standards of what is considered good/bad are simply different. Again, Sour Milk is not objectively bad if we consider it being used to make Sourdough. But with the clarification made here, I can see that the topic isn’t even about Sour Milk, it’s something far greater and far more specific to the problems that exist in certain game modes and for the overall functionality of the game. Again, I fully agree the game has massive optimization and rendering issues that cause all sorts of problems like frame rate drops, and possibly even memory leaks.
As for the objective standards which you are standing by, I still do not agree with you that there is an objective standard for the models to be created to best serve the game on all aspects. I may agree if we are talking about specific aspects, but not something to broadly emcompass all. Functionality is specific, not all-purpose. There are varying degrees of function and if we’re applying it to custom games or custom maps (which should not be ignored if we’re talking about objective standards for all purpose) then we have to recognize where the graphics/models are not problematic as well, and why they function. The fact is, the graphics aren’t problematic in all game modes, and serve certain game modes better than others. And there is no standard that implies a Warcraft 3 visual style would actually ‘solve’ anything for the game modes that the graphics already work in. The discussion here is still absolutely subjective, because it’s based on belief that improvement for Melee (based on current discussion) could improve the graphics for all other modes as well. I would agree if we’re talking about optimization of graphics, such as the proper implementation of LOD models, but as I’ve stated there are MANY more problems with Melee than what we experience in Custom maps which shouldn’t also be lumped into the conversation as though these are ‘objective problems that affect all game modes’.
I think this discussion should be more focused in order to make sense out of it, otherwise it’s very true that I’m talking in circles; mainly because I believe you are touching on topics in areas which these problems simply don’t exist to the degree that you believe it does (particularly the importance of visual recognition of units).
Anecdotally, even if I dislike the Reforged graphics style, I have to admit the style works very well for our project. The decision to adapt Reforged’s style for Warcraft 2 was definitely a challenge, but I think it works. And many others agree.
Now if we’re talking technical issues, then yes Reforged has PLENTY. But if we’re talking about design not working across the board and being objectively bad because it’s hard to make out units, then I do not fully agree that it is objectively bad (do not mistake this as me saying it is good, I am saying it’s not objectively bad) because the style works for what we have created. Same can be said of InsaneMst’s project. And many in the community do not have issue with the models or the graphics as a whole when it comes to these projects; the brunt of the issues stem from competitive melee which I fully agree is problematic.
We should be specific about what we are talking about, and not apply these issues broadly across all spectrums as though they apply equally and are regarded universally as being problematic.