Spess muhreens have a more practical reason: pauldrons are easier to paint. People forget that the original models have cartoonish proportions for this very reason, too bad they kept them so space marines even in modern art look like action figures
There's a sorta practical reason for it, at least on the left arm. Since Marines usually fight on the advance and shoot in that cross-body stance, having a fuckhueg armor plate on the shoulder kinda works like a gun shield if you're shooting over cover.
>at least on the left arm
Spess Mehreens are naturally right handed because the mutant lefty defective genes were culled out of them by the Emperor's genius, but due to their intensive training they're equally good with either hand.
warhammer did it to make it easier to paint logos on space marine shoulder pads, warcraft cargo culted warhammer and everyone else cargo culted the cargo cult
Spess muhreens have a more practical reason: pauldrons are easier to paint. People forget that the original models have cartoonish proportions for this very reason, too bad they kept them so space marines even in modern art look like action figures
This tbh, and also RTS games
In the early days of the genre, there wasn't many options if you wanna make your units look distinct from eachother (because of graphics limitations) other than customizing the design of things you typically see from above (usually weapons, helmets capes, and those pauldrons)
Tl;dr when the genre took off, those early design sticks to this day. It's kinda like superhero spandex really
yeah it's because it actually looks okay and makes visual identification easier in a top down isometric view common to RTS games and tabletop. you'd not actually supposed to look at them directly from the front.
Among other reasons already listed in this thread; in Warcraft 3 the models were cartoonish and very low poly, many of the units had their team colors displayed on their large shoulders as they were easily visible with the top-down camera view.
In World of Warcraft all the armor was really just a skin-tight texture, with a handful of different player-model variants for pants/robes and a couple different glove/boot styles. The only pieces with their own 3D models that sat on top of the player-model were the helmet and pauldrons. As such the shoulders quickly became the biggest and most unique visual identifiers in the game. Over the time that led to new sets getting ever bigger and crazier designs to stand out.
It doesnt even look cool, I don't understand why they do it.
Adds flair that's visible to the you and everyone else playing.
Because Blizzard subcontracted some moron company to do all the work because lol Activision
Because of aesthetic flair and ease of unit identification during a time when units could be argued as "being hard to read" as to what they were/did
Character design 101
Big shoulder pad = implied big muscle? Who knows
Spess muhreens have a more practical reason: pauldrons are easier to paint. People forget that the original models have cartoonish proportions for this very reason, too bad they kept them so space marines even in modern art look like action figures
There's a sorta practical reason for it, at least on the left arm. Since Marines usually fight on the advance and shoot in that cross-body stance, having a fuckhueg armor plate on the shoulder kinda works like a gun shield if you're shooting over cover.
People thought the exact same thing while jousting. It checks out. If you can afford the extra weight then it's worth it.
>at least on the left arm
Spess Mehreens are naturally right handed because the mutant lefty defective genes were culled out of them by the Emperor's genius, but due to their intensive training they're equally good with either hand.
Idk man i think space marine armor looks pretty cool.
This stuff is for skinny children so they like big shoulders, legs and feet.
WoW's art style has always been the ugliest disproportionate shit ever.
warhammer did it to make it easier to paint logos on space marine shoulder pads, warcraft cargo culted warhammer and everyone else cargo culted the cargo cult
This tbh, and also RTS games
In the early days of the genre, there wasn't many options if you wanna make your units look distinct from eachother (because of graphics limitations) other than customizing the design of things you typically see from above (usually weapons, helmets capes, and those pauldrons)
Tl;dr when the genre took off, those early design sticks to this day. It's kinda like superhero spandex really
The logic is that fantasy as a genre is aimed at stupid young kids who like imagery over practicism.
Masculinity complex, th'ats all about it.
Do the space marines use nuts bra ?
This question has to be answered !
itt: heretics
yeah it's because it actually looks okay and makes visual identification easier in a top down isometric view common to RTS games and tabletop. you'd not actually supposed to look at them directly from the front.
Among other reasons already listed in this thread; in Warcraft 3 the models were cartoonish and very low poly, many of the units had their team colors displayed on their large shoulders as they were easily visible with the top-down camera view.
In World of Warcraft all the armor was really just a skin-tight texture, with a handful of different player-model variants for pants/robes and a couple different glove/boot styles. The only pieces with their own 3D models that sat on top of the player-model were the helmet and pauldrons. As such the shoulders quickly became the biggest and most unique visual identifiers in the game. Over the time that led to new sets getting ever bigger and crazier designs to stand out.