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neumi5694: About the art ...
Before Loom all games basically looked the same. Loom was one of the first games heavily relying on dithering, that's when you could see the difference when comparing backgrounds done by different artists.
Sierra used dithering in many games before Loom though.

Like this:

https://www.mobygames.com/game/dos/colonels-bequest/screenshots/gameShotId,2205/
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PixelBoy: Sierra used dithering in many games before Loom though.

Like this:

https://www.mobygames.com/game/dos/colonels-bequest/screenshots/gameShotId,2205/
The technology of having cycling pixel colors was there, also used in Indy 3. The Sierra approach was the classic way to fill given areas with cycling dot colors with some extra pixels added. I am not quite sure it's acutlally called dithering, but I just take your word for it.

Anyway, what I mean is something entirely different. Compare the pic you posted with this one:
https://ibb.co/qDBkC9Z

In Loom you find them spread wildly in different sizes, wherever needed, there is a certain resemblance to old black and white photos in papers. Only after some pressure from above the programmers at LucasFilm came up with a method to compress these graphics.
It's almost a shame the technology became obsolete so quickly.



edit: How about we settle on "Irregular dithering"? :)
Post edited December 01, 2022 by neumi5694
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my name is anime catte: Actually, the VGA version had the original interface too. It was the CD version which replaced it with the MI2 interface.
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neumi5694: Right, I thought I had seen that somewhere. But I was never able to get my hands on that one.
The second best thing would be the Amiga-version with the old interface, but of course reduced colors (32 color version of the VGA version with EGA sprites).

About the art ...
Before Loom all games basically looked the same. Loom was one of the first games heavily relying on dithering, that's when you could see the difference when comparing backgrounds done by different artists.

Monkey Island 1 used the same technique, all was hand drawn - and programmed.
VGA256 had of course a much better image quality, but doing a color transition in 256 colors requires of course a lot more effort than in 16 colors. I think that was the reason the sunset was cut from the VGA version of the game.
In later games they had color transisions again (I think we can see one in MI2 when diving).

It's not so much about "how did the artist want this scene to look" and more about "what were the tools the artist had".
They didn't use on the computer generated EGA by choice, but because that's what most peope still used, so they had to produce for them. They also had a CGA-Composite version (check out Zak1 in Composite, it looks amazing compared to the RGB emulation of CGA).
I don't think that any artist on MI1 will say that he liked his 16 colors work better than his 256 colors work.
When I mentioned the artist's intention, what I meant was that often the VGA conversion wasn't done by the original artist (more likely by some art intern while the lead artist worked on a new game). So when I say the VGA version doesn't represent the original vision, I just mean that it isn't what we would have if the original artist had worked on the VGA version.

See here for some comparisons: http://www.superrune.com/tutorials/lucasfilm_ega.php
In some cases the VGA versions have rather egregious overuse of the gradient tool done by someone with a far less acute eye than the original artist.

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neumi5694: About the art ...
Before Loom all games basically looked the same. Loom was one of the first games heavily relying on dithering, that's when you could see the difference when comparing backgrounds done by different artists.
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PixelBoy: Sierra used dithering in many games before Loom though.

Like this:

https://www.mobygames.com/game/dos/colonels-bequest/screenshots/gameShotId,2205/
Sierra's backgrounds were mostly procedurally generated rather than stored as bitmaps, so there would be instructions to fill a certain area with a dithering pattern. LucasArts used bitmap backgrounds and Mark Ferrari's dithering in Loom is likely done with careful and deliberate pixel placement.
Post edited December 01, 2022 by my name is anime catte
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my name is anime catte: See here for some comparisons: http://www.superrune.com/tutorials/lucasfilm_ega.php
In some cases the VGA versions have rather egregious overuse of the gradient tool done by someone with a far less acute eye than the original artist.
Those are interesting comparisons. Too bad the one for MI1 isn't done "yet".
Now seeing those images next to each other the EGA versions give me a much better feeling.

But I'm not really a fan of dithering. I actually like the look of the enhanced version of Zak McKracken when they didn't have the means to compress dither patterns effectively.
How they were able to capture lighting in scenes with those (horrible) 16 colours was incredible.

E.g. starting room:
- C64
- DOS (EGA)
- FM-Towns
Post edited December 02, 2022 by Sir_Kill_A_Lot
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Sir_Kill_A_Lot: - C64
- DOS (EGA)
- FM-Towns
Well, it was a different time. While today the art style in non-3d-games goes towards simplicistic drawings and colors, back then the goal was to make it as photorealistic as possible. And dithering was a great way to do that (until VGA came along).

ps:
The screenshot you posted is from the second EGA version which was similar to the Amiga version. The first EGA version looked just like the C64 version. I added a screenshot from that one.

And let's not forget the (in)famous CGA version (composite mode).
Attachments:
zakcgaco.png (41 Kb)
Post edited December 02, 2022 by neumi5694