Been looking around a bit more.
Here's an interesting article on Lost Garden, which you would probably hate, since it is written from a gameplay-centric, pro-retro viewpoint:
The Neo-Retro Art Style: Savior of the game industry? I can see how it might not be applicable to the notgames movement, but it's good to know why.
And another article by the same guy, about pixel art and how it's weird that it's now retro-fashionable and that people still use it, so you might like the article this time:
Lessons from the Land of Pixel Art. But the discussion in the comments is perhaps more interesting here.
Like this comment, by CosMind:
Psychochild and dave both hit on some very important points - the iconography and language of a visual art. as they both mentioned, pixel art is very strong in both of these areas. in relation, pixel art is also super powerful when it comes to expressing character emotion. just the sublest of tweaks to a pixels existence/color/position in something like a characters eyes creates a profound change in its attitude. i haven't really seen such powerful conveyance of emotion in 3d character art, yet. with a focus on photo-matching visuals, emotion becomes more subtle (like real life). the viewer must look harder to read a character's expression. in most cases (unfortunately), devers don't seem to be even striving to convey this emotion, but even when they do i've yet to see it measure up to the emotion that some masterful pixelled characters have transferred to me as i watch them animate/pose. no, i'm not holding on to the past. i love great art period - 2d, 3d, whatever. i just really haven't seen 3d art that has been able to achieve some of the things that pixel art has and still does (this holds true vica-versa, of course).
And an article, by Psychochild, in response to the one above:
The programmer talks about art. In particular, this quote:
Finally, and perhaps most importantly, 2D art is more iconic. While there's something to be said for lush, detailed 3D graphics, it is very specific. Any good artist knows that the more iconic art can involve the viewer more. I have to supply a bit of the personality to that "mess of pixels" on the screen representing the hero. Whereas the modern games all have very distinct characters that you control, because they have to be very detailed to fit in with the rest of the game.
These quotes do a better job of explaining why I like pixel art. But obviously sharing quotes is not going to make my game look any less like an art game. We'll see. I might end up using pixels or I might not.
As for inspiration, I found another style that could be interesting to explore, though it might be too sterile and game-y. It's a sort of pseudo-3D effect with layered 2D shapes, something that I could probably do even with Flash. You can read about it at the end of this blog post:
Some random artworkHere it's used for very abstract and symbolic graphics, but maybe the approach could be used for more representational art as well. Even photographs?
And another inspiration source, at
Cambrian Games. The art there is procedural, sort of a combination of vector and non-pixelated bitmap manipulations. I could do that.
Reminds me of the artificial life stuff that I was interested in before I started making games. Maybe I could incorporate some of that as well...