I've yet to see any games that feature some of the more complex pixel art like the kind you see in Pixel Joint's Hall of Fame for example:
http://www.pixeljoint.com/pixelart/17123.htmThe only thing that comes close is Metal Slug and a few others, but it's still nowhere near this level of density and detail; that's just not practical to animate. Dan, if I missed the game you worked on that used pixel art that looks like this, then please do show.
You're absolutely right that some pieces might be too ambitious to be practical for games, but I guess that depends on the artist. I'm not going to give you examples of my art, because I don't think it'd illustrate my point well enough. Instead I'll use extreme examples. Ironically, the image you posted probably isn't the best example for your point. Despite the scale of the piece, he actually didn't use many colors - 16 for that entire image - though he didn't adhere to any limitations of specific systems. The artist of the piece is Snake who also is the artist on the similarly complex indie game, Owl Boy. Often times he uses full-screen pixel illustrations for rooms in his game. He even showed me a work in progress of one entire town that was just a single huge image.
Gameplay footage of Owlboy:
(and believe me, this doesn't show anything compared to what he's working on)
Here's an image from the crazy artist that goes by Fool:
http://www.pixeljoint.com/files/icons/full/st_3.pngNo, this is not exactly a mockup. He was actually developing this game. I saw many previews from different parts of this game as he was working on it. I may not agree with using pixel art for a game of this scale personally, but I certainly cannot argue with the results and how beautiful it is.
and here is some crazy animations just as ambitious by the same artist - some of these were absolutely being made for his game. The guy is a machine:
http://www.pixeljoint.com/files/icons/full/birbir.gifhttp://www.pixeljoint.com/files/icons/full/fancer_full2.gifhttp://www.pixeljoint.com/files/icons/full/22.gifThere are pixel artist that exist today that do stuff that those systems could have never done, and that's cool; their art functions more as a painting than anything that would be practical for a game.
This was the main statement I disagreed with the most and made me cringe. You're suggesting that any pixel art that isn't done with NES or SNES specs are somehow not suited for games. NES and SNES specs aren't the cause of good pixel art. They are just two examples of many among game systems and their limitations. There's great pixel art on the C64, the original Macintosh, the Amiga, and many more old systems. And it didn't stop there.
Pixel art has it's place and it's uses. When I first got in the industry, I was doing pixel art for cell phone games (pre iphone). Not because it was "cool", but because phones actually required it for two reasons; 1. because of the limited memory and color output of the screen, and 2. because of the size of the screens, pixel art provided the best possible clarity for assets as opposed to other methods. Our limits tended to be indexed 256 color images. The main reason you want to keep color count low as a pixel artist is to
maintain control of your image while achieving a desired look. Sometimes that means 16 colors. Sometimes that means 64. The number really isn't so important. And let me tell you, there were some beautiful J2ME phone games that would not meet spec for SNES. A lot of the pixelation community started on these games.
I've never seen anything on Pixel Joint that was in a game, because none of it would be practical in a game.
so setting aside all the extreme examples, there are also TONS of more "practical" examples on PJ as well. One easy way is to just search the word "mockup"
http://www.pixeljoint.com/pixels/new_icons.asp?search=mockupmany of these could possibly be similar to SNES specs. Many of these are not.
I guess the point that I'm trying to make from all this is as follows...
good pixel art is not so much about the system specs you're using, it's about maintaining clarity and control at the pixel-level within the (often self-defined) limits provided.