Okay, RotMG essay time.
For me, Realm of the Mad God just really lacks an identity in its presentation. IMO, this is caused by DECA having most the art for the game being done by outsiders with no clear or coherent vision, and just not showing any interest in the game (as an artistic work).
Say what you want about the WildShadow sprites, but they create a cohesive visual style together. The sprites were crude, flat and darker colours were the most used. This gave it a weird ancient and archaic, Atari feel. A good comparision is Minecraft pre-Microsoft imo, with is semi-realism and dark-shaded sprite work.
The DECA sprites… just feel off to me. They look too detailed and too shaded to be in this game. I have said this before, but visual effects, like lighting and filters would fit very well with the more detailed spritework DECA has added over the years. The game just look so odd, and the Unity port made it worse IMO. DECA and UGC make these bright, highly-detailed, anime-insprired sprites but it looks like a flash game with the ugly shadow border and the flat brightness on everything. You look at a games like Terraria, Katana Zero, Stardew valley or even the pilot for Star Fetchers, and realize that RotMG looks like a mobile port to PC. Indie games just have really good art direction nowadays, and RotMG is just outdated visually.Indie games also sound really good nowadays.
Alot of people seem to quite like the OST made for the game, but I find it underwhelming. The Original OST was upbeat, energetic, awe-inspiring and weird. It fitted perfectly with RotMG’s bullethell gameplay and the archaic, powerful feel of Oryx castle and Tomb of the Ancients, as example. The current OST has boring insturmentation, and fails to make you excited. The Josh Strife Hayes review made note of this by saying how the realm overworld music clashed with the combat happening in game. It feels poorly tought-out, like how a mobile game assumes the person playing it has no audio. It is just not up to the standard for the game OST’s currently out there (See the games I listed earlier for examples).
The lore that DECA has tried to make for the game is another element that does not work. In Hollow Knight, there are all these mysterious locations and characters in the game, just like in Realm. The difference is that Hollow Knight has a story, but also tiny details and elements from one area of the game appearing in another area of the game, seemingly with a history behind it all. DECA has tried to give realm characters and secrets to uncover, but the player has no emotional interest in it as the presentation makes it seem unimportant. Hollow Knight is super-detailed and has cutscenes and dramatic music to make you care about stuff. RotMG has nothing to make you care about its content besides the adrenaline-rush from the bullethell gameplay.
Those are my toughts on a problem with RotMG, that I don’t see discussed at all here. I hope I made my points clear trough the text.
One thing that just crossed my mind is, why DECA doesn’t ask Embracer Group for developers and funds to upgrade the game? RotMG has over 40K reviews on Steam, is a niche in the market, and has a super-loyal player base. Can DECA really not make any pitches to Embracer Group to make RotMG more marketable? Or does DECA have no grand ideas for the game? The game is so slow with adding needed content like a Realm and Guild rework, with those two features easliy two years away. Makes you wonder whether the focus of DECA is even in RotMG anymore, but rather in their mobile department (which it is, check Embracer Group’s website).