I like pixel art, but I think that's mostly because I cannot think of any other medium of game art where the quality is so consistently high. Obviously there are a lot of these ultra lo-fi games or games with joke programmer art. But, I dunno, I think there is broad and deep pixel art talent, and it tends to show in games.
It has an enduring quality, too. It's funny -- I was about to say that you can distinguish pixel art from art that tries to be "cutting edge" and that the latter will always turn out to be crappy in the long run because the cutting edge is always moving forward. But the weird thing is, there was a time when pixel art
was cutting edge. The things that were done with parallax and sprite size and color hacks and stuff like that. And
that kind of art
has aged well. I can't think of any other medium for which that's true other than
possibly small sized prerendered 3D sprites and prerendered 3D backgrounds. But even then, there are very few examples of such graphics that have aged gracefully, too, and lots of crap. A big part of it is that pixel art is consciously stylized -- stylized 3D art (as in Twinsen's Oddysey, for example, or Super Mario RPG) ages well too. Also, being lower resolution, it can get by with fewer frames of animation and still look good.
The thing is, there
definitely was a learning curve for pixel art -- you can tell by looking at early NES to late NES games. It's not just the technology that improved. The art form improved a
ton as well. You can see it too with Amiga games, how they moved away from "pillow-shading" to actually having light sources and sensible shading. And what's neat is, I kind of remember when this was happening among indie game artists too in the mid-to-late 90s. There was a board called Tsugumo's Lair, which later became Pixelation, and artists spent hours analyzing and reverse engineering the Japanese pixel techniques, coining terms like "selout" (selective outlining, IIRC) for concepts that they hadn't understood until then. Beats me if that was actually some epicenter of the pixel art movement, but at least in my internal narrative it is! Back when I was a whipper snapper dreaming of making a jRPG, it was basically
impossible to find an indie pixel artist, but you could go into #3dsmax or #lighwave on IRC and recruit a dozen 3D modelers. Nowadays pixel artists are everywhere!
Plus, whether because of improvements in the art or in tech, it seems like pixel art is actually now
easier to do well. I mean, it's telling to me that it's hard to get graphics as good as the RPGs I liked in the 90s, even from big studios, but WEG games have graphics that -- if not quite as good as Westwood or Lucas or Sierra -- are at least colorably close. With one artist per game! Maybe it's just that pixel art is ahead of 3D art in terms of development, or that the best 3D artists are siphoned off to film.
[EDIT: Here's a
tutorial the guy put together near the end of his site's life. He and I "met" I guess in '96 or so when we were both making QuickBasic RPGs and I taught him coding and he taught me some art. It's a shame all my old files/emails were lost, would be fun to see them now.]