Saturday, 9 May 2026

On Game and Media Design Principles

In my previous article about DearS anime, I mentioned a difference between desirability of subject of an animation and a quality of animation. These are not one and the same. There can be a very high quality picture that depicts something subjectively undesirable, like for example a pile of turd. On the other hand there could be the opposite too, a very poor quality picture that depicts something desirable, for example cake. My and other people's biggest issue with modern media is the former problem, they depict the subjects, I find unlikable and unpleasant.

I mentioned this in my articles about World of Warcraft and Heroes of Might and Magic. In case of both of these games I am not alone. Majority of players prefer older 3rd HoMM and Pre-Cata WoW to more modern versions. Sometimes people cite various reasons, like charm of old 2d pictures over the modern 3d models, fondness for disfigured low-poly models or even plain old nostalgia for these player's sentiments. None of these however hit the mark. Problem is not in these things but in the simple fact that subject of the picture does not appeal to public. No matter how much you improve the picture of a turd from HD to UHD and then to 4k and 8k, it will not make it any more likeable. The reason for that is not that public dislikes 8k and prefer good old 320x240, but in the fact that public does not like looking at turd.

Some might argue here that newer versions of the games feature all the same characters, fractions and so on. Its not like the subject have changed. That is far from truth. As games evolve, the way they depict their characters changes too. New design or redesign may not hold the same appeal as the original one. One may say its the same archer or centaur or some famous hero but that misses important small details that make characters what they are. Various features that became associated with the character could be altered and discarded by new art director or designer. Sometimes a simple facial expression change can ruin public perception of a character. Replace an iconic grin or scowl with a "friendly" smile or neutral expression and people no longer like the character. 

Heroes of Might and Magic particularly suffer from this problem. In my article about the game I argued how 3rd game version of towns and creatures particularly appeal to players and why sequels changed to much less likable designs. Its small things like colour of centaurs and shape of their lances, but they do make or break the game. Centaurs in 3rd look like Remy Martin logo, in 4th like a donkey with human face.

There is also an issue of different tastes. No one will argue that turd is not appealing and few will have any issues with cake. However replace these things with say broccoli and beer and you will see public much more divided. Some will argue for broccoli, saying its healthy and should be included, other will feel repealed as broccoli does not taste too good. On the other hand beer will repeal most of the broccoli fans who will argue that alcohol is bad, meanwhile the opponents of broccoli will be a lot more entices with booze. There will also be those who like and hate both in equal or different measures.

World of Warcraft suffers from this problem a lot. Many of the changes and new characters are disliked by old fans. Blizzard went to far into broccoli direction and as a result many fans would rather have their old slightly spoiled, but still sweet cake of the Classic than a new and healthy but bitter and unpleasant broccoli of retail.

However how one can design games that will appeal to more people. What characters, stories and designs capture people's imagination and make them return to them over and over again? What instead make them feel they should be doing something else instead? It is a complex question. Often it was solved not through any knowledge or method but through simple trial and error. However through years of trial and error we now do have knowledge of what works and what does not, there are TV tropes, stereotype like dandere or tsundere and more. One can also trial new ideas in subtle way to see if public is interested or not. A small cameo appearance and a survey of public opinion can tell if people are interested or not. Finally one can employ knowledgeable people like myself to direct the game in the right direction and make sure it depict subjects that people do want to see on screen.

For a long time, the industry has chased the quality of execution while ignoring subjective appeal of the subject. Quality is easy to measure in tangible numbers, like number of polygons or scale of resolution. It is something one can clearly see improving. Subjective appeal of subject is more difficult as one cannot measure it in a simple way. Nonetheless public's outrage over the subject of the matter clearly shows that public is not happy with the subjective appeal of the games. A solution to this problem is needed to keep public interested in the games, movies, anime and other media. Experts such as I can help in this matter and win back the players.

Reflections on DearS Anime

Recently I rewatched DearS again. Back in the days I gave it a rather emotional review. It was alright but it missed on the reasons why Ren is such a good girl. The reason is simple she does care about her master happiness and willing to do anything he tells her to. Nothing more, nothing less. 

While Ren not always gets things right, but she at least tries to, her motivation is on point. She understands the core principles better than other characters.

Compare to her Neneko or Miu for example too much care about broader society. About their and Takeya's obligations to the people around them, to school, to parents, to the community, to whatever. Their commitment to these things essentially makes them act like a ward or a jailer to Takeya. Even if they love or like Takeya, they serve not him but someone else. 

Ren is not like that, she can ignore everyone else for Takeya's sake, a quality very much needed in our modern world. Modern society is full of people who try to tell how one should act. Parents, school, celebrities all seek to control you in one way or another. They say it's for your benefit but it's only a lie. In reality they do not do it for your benefit, but for their own. I frequently white about this issue, just recently I wrote another article about that. In a world like that it's very important that a woman could ignore the noise coming from others and focus on one guy she actually cares for. 

Despite her flaws, or more of because of them, Ren can do just that, ignore everyone and focus on Takeya and his wishes. Miu and Neneko alas could not do the same as they are too concerned what other and community will think of them.

In fact, the show also explores the issue of social rules and how they either shape or clash with personal needs. Guys like to watch porn but its social taboo so they could not discuss it openly. Men do not openly call their women slaves and so on. 

In fact, Takeya himself is divided between his own desires and social expectations, he is bewildered by things people tell him and pushes back but at the same time he cannot just openly ignore school social norms or work. Neither he could call himself a master and order Ren around because that is not how relationships work in society. It the past I was like that too. As I grew older, I could better embrace my own desires while ignoring social conditioning. Nowadays I do not listen to feminists or society and demand female submission to my orders, wishes and desires.

Society suffocates individuality and individual needs for the sake of conformity to rules and "collective objectives". These collective objectives end up being nothing more than whims of those in charge, no matter how much they disguise it as "common benefit". Both human and DearS societies struggle with this issue, a be it in different ways. That gives all the more reasons to fight for one's interests and resist social pressure.

I wish DearS get a remaster one day, something that will make it look cute and shiny. Alas it shows that brainwash people into bending over for society and endure suffering that gets huge budgets for crisp animations and visuals. Through such shows masters in charge of society instruct their slaves on how they want them to behave. Human civilization is not yet advance enough to genetically engineer themselves their own DearS, so they resort to brainwashing instead. Well, actually technology to genetically engineer DearS is actually there, it's just those in charge lack creativity and outside of the box thinking to use it this way. 

Sometime in future we will engineer ourselves our own DearS who will be the ideal lovers we always dreamed off. In the meantime we will have to make do with porn and shows such as DearS that do not preach moral from above but instead cater to wishes and desires of people who watch it rather than those who paid for it. Yes, art and animation are bad, but at least they animate what I want and enjoy seeing, not what some 50–60-year-old want younger people to be.