RCT Discussion / What is too much detail?

  • Beejer%s's Photo
    This is going to be a tuff one for some but, . . . I really would like to know what the hell does "too much detail" mean. As far as this game goes, IMO there is absolutely no such thing as "too much detail", only levels of awareness.
  • cg?%s's Photo
    A more accurate term is "cluttered". There is a line drawn between "detail" and "clutter" that should never be crossed, and often is. That line is necessity.
  • jon%s's Photo
    There is no such thing as over-detailed IMO. But, I still beleive that it is possible to have under-detailed. There is a limit of maximum detail and I draw that line at Foozy or Kevin. That is as closed to 'cluttered' as I think is possible without ruining the park.

    I think that detail to the extent of Foozy actually presents an aspect of realism. In real-life architecture, detail is essential. In life, you will find 'unneccesary' detail in the most random places and so I feel that clutter is realistic.

    So, I don't think that you can get 'over-detailed'. It's either detailed or cluttered.
  • Toon%s's Photo
    If it's well thought out and purposeful, I don't think there is too much detail. The problem arises when parkmakers throw in tons of 'detail' without it serving any purpose. At that point it does become clutter and is disconcerting to look at. Some themes beg for more detail than others and I think that sometimes simplicity is a better choice than detail. I think that sometimes disorganized architecture often comes about when the parkmaker thinks he needs to add detail, but doesn't really understand the concept, so he just layers crap on, mixes up the roof styles and angles and throws windows and balconies in the oddest places. This is when it all falls apart for me. To me the real brilliance arises when the detail is not prominent but more of a reward for those who look closely and the work.
  • trav%s's Photo

    The problem arises when parkmakers throw in tons of 'detail' without it serving any purpose.  At that point it does become clutter and is disconcerting to look at.  Some themes beg for more detail than others and I think that sometimes simplicity is a better choice than detail.  I think that sometimes disorganized architecture often comes about when the parkmaker thinks he needs to add detail, but doesn't really understand the concept, so he just layers crap on, mixes up the roof styles and angles and throws windows and balconies in the oddest places. This is when it all falls apart for me.

    Thats not a nice way to talk about me. :rolleyes:
  • iGNiTED%s's Photo
    ^ yeah...you are very detailed.
    :twitch:
    April Fools.

    but i dont think there is such a thing as too much detail
  • Ride6%s's Photo
    There is a point where it becomes pointless to add more. You have to have empty space to be able to fully appriciate "filled" space. Contrast is what makes it work and contrasting 'negitive' and 'positive' space can truely make or break a park. For example look for open grass in parks like WOMB or Mount Sinister. I garentee there is some and yet we consider these the most detailed parks ever made. Why? Because that bit of empty ('negitive') space contrasts with the detailed archetecture, rides and theming.

    So it is possible. When there is no 'negitive' space you don't really enjoy or notice the 'positive' so much any more. If you rode a roller coaster for 3 hours a day, everyday, whether you feel like it or not, you wouldn't enjoy it as much as if you rode it a couple times a year. Because in the first situation it's normal, not contrasting with you're 'daily life' where in the 2nd it's completly different and therefore contrasting with your everyday life so it's exciting and fun.

    I hope that made sense to those who look for it to.

    ride6

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