(
Saki_Sliz,
moskyx,
Faerie Dust,
RanliLabz: Thank you everyone!
)
Okay! Let's see if I've been paying attention.
(Please offer corrections, additions, deletions, & etc.)
Short version:
The end result of creative communication--in this case the inconvenient/annoying text boxes that cover well-created pics/vids yet remain absolutely necessary--is a ultimately a result of compromises between varying strengths and weaknesses inherent in: The primary medium; all secondary supporting media; the creator and creator's ideas; the tools and tech available to both the creator and audience; the desires and disposition of the audience.
So, although the *&^%$#! text boxes are problematic to creators and audiences, as long as they are
sufficient to contain what the artist communicates and are what the audience
needs to allow understanding of the creation then the boxes
don't need any general "solution" or "fix". But when
needed, it is possible (and even easy) for most creators to alter those boxes.
(Did I pass?)
_____
Long version of the Generalities, in no particular order:
a) Yes, game creators are aware *when* text, buttons (game info, character status, etc.), and tools (game saving, help screens, computer resolution, etc.) obscure the art in games.
b) End-users (players) wish to (and do) consume and use all of the arts and tools of the games regardless of awareness.
They appreciate being able to play and explore in and of games. (Whether players *appreciate* the actual arts involved is for a different discussion.
)
c) The overriding medium--computer hardware, OSs, and their I/O methods--*forces* many constraints on creators *and* users of games (and both creators and users have little or no power to change the overriding medium).
Example: *every* picture needs to be created according to particular aspect ratios, with certain pixel resolutions, in a container (jpg, webm, png, etc.) understandable by many computer programs
and game formats
and OSs, across as many human languages as possible. (Getting that picture actually *delivered* to users is for a different discussion.
)
d) There are many tools available to creators (game engines/platforms, art softwares, programming languages, etc.). However, those tools are *not* necessarily compatible with: each other, various hardwares, or even the users!
Example: "Simply"
compress a game *programmed* in Cyrillic with WinRAR (which is UTF aware) and let users decompress it with 7-Zip (not UTF aware) and there will be problems! Factor in varying OSs (on both ends of the compression) and *their* programmed and translated states and the volume of problems can quickly escalate.
e) Furthermore, artists each have unique strengths, areas of knowledge, and time and resource constraints. No individual can know of all tools, in all languages, of every art, and in every technology (to make or program their own tools!). [Note: if an individual *could* do all these things, they would 1) quickly make a lot of money; 2) instantly become obsolete; and 3) might not be defined as an artist any more because of 1) and 2) ...
]
Examples: Not all writers are capable or willing to code
Ren'py to display text different from default layouts; not all programmers may care if a
Unity 'Quick Save' button is labelled in
Georgia or
Trebuchet; and not all visual artists will care if end-users "see" a picture's invisible layers on a black, white, or rainbow-coloured background because of users' computers OS specs and capabilities.
f) Creators have a need to produce and communicate their ideas. If some (all) of the available tools are deficient this will not necessarily stop a work from being made--the result just might differ from original conception. Artists usually try to truly create and communicate what they imagine but are limited by skills, cultural languages, availability of technolgy, patron economics, and the like.
Example: A professional artist in one medium can be a complete amateur (or hack!) in another medium; any person might create just because it feels good; and any amateur can be gifted in field where they have little interest but they can help others who have interest to do better.
g) Players have a desire consume and understand those ideas, and eventually feed back his/her understanding--and maybe new ideas (or even art!). Usually consumers want things they are somewhat comfortable with and artists can use these comforts (and even discomforts) to increase comprehension of their creations.
Example: All artists start somewhere as and with not-artists; and not everyone likes the same art or in the same way as others do--some object to the fan dancer and others object to the fan. [I can think of certain books that are incedibly popular but "need a stake driven through them and then let stand in direct sunlight to burn them away to dust"; and also I know other books that are "campy" or "trashy" that are just fun to read even if no one else likes them.
]
Therefore in computer games & VNs, we get those *&^%$#! text boxes that are useful, obnoxious, worthwhile, and generally unsightly.
So, have I, an unwashed outsider, understood the situation as you all have presented it?
e-d