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by elemeno 5176 days ago
I'd argue it's because they're universally rather dull.

On a technical level, demos are highly impressive and how they manage to overcome the limitations imposed by the scene to create the works that they do is ingenious, but it doesn't make the resulting product interesting from an artistic viewpoint.

For me at least, the glaring weakness is the lack of narrative - there's no stories being told, there's nothing that engages or challenges the viewer. They're akin to videos that show off the features of a game engine where they engender the "that's pretty" reaction, but little else.

To my mind, this is caused by two things - primarily, it's a side effect of the restrictions imposed by the artform. With the limitations of the scene in play, there simply might not exist the scope to create enough content for an engaging narrative structure to be based around and procedural generation only takes you so far when it comes to creating assets in a resource limited environment.

Secondly, I'd argue that the types of people who are primarily interested in creating narrative are going to gravitate to different creative areas - creating short films, or animations for example. As a result, the demoscene is likely to be made up of people who mostly interesting in the question of how pretty the output is, rather than how interesting it is. This is of course also related to the fact that people who 'grew up' in the scene are likely to have a relatively narrow view of what the scene looks like and are unlikely to buck that trend and break out into doing something completely different.

The above is naturally just my two euroyencent of course.

2 comments

> how they manage to overcome the limitations imposed by the scene

It's pretty telling that the scene adapted to the increased hardware by imposing their own limitations instead of anything-goes. If we can't be wowed by what they do on limited hardware, we have to be wowed by what they can do under their own very harsh limitations.

I'm not sure what you are referring to. 4k/64k have been around for a long time, close to 20 years. Demos are generally "anything goes" and for anything else there are usually a "wild compo".
I remember demos on Ataris, Amigas, and early PCs, 286s, 386s. Back then there were no scene-imposed limitations, because the hardware was seriously limiting what you could do, and the awesomeness of demos lay in overcoming the crap hardware.

But when hardware stopped begin crap, when you started getting hardware accelerated graphics, when you could do mp3 playback in realtime, it got too easy to make something pretty, and less awesome.

If the demo scene had been about making pretty things, they would have just continued using the new hardware, but since the most important thing has been overcoming difficulties, making something pretty DESPITE the limitations, making something awesome, you know they value the challenge most.

And that is hard to communicate to regular people, because they can only value the prettiness of a demo, and that limits the popularity of it.

I always tought that the tiny hint of a narrative was why I've seen Debris[1] reach much more nerds than other demos, not its spectacularly small file size.

[1] http://www.youtube.com/watch?v=wqu_IpkOYBg