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Bright Flash Island
12bd87
As a film major myself I agree with your assessment (which seems to amount to "use more lighting" and "set the scene") but I feel it applies differently to this medium than it does to film.
This medium is in many ways an offshoot of drawhoring, and both rely on a compromise of artistic quality for speed. Questing is a bit slower so it provides a bit more time to draw, but ultimately the focus is on progression with enough art to get by. Better art is always appreciated but a quest that spends too long on art will sacrifice everything else.
So lighting, which is incredibly time-intensive in art compared to simple line drawing, is often a necessary omission.
Personally I don't use it much, even more infrequently now that I'm doing a less-serious quest, but in RubyQuest I had a few opportunities to employ it. I felt it stood out and had even more of an impact because it was so rarely used that when it did come up it was striking.
As for setting the scene, every image not used to advance the story requires time for little more than effect, and though it may ultimately please the audience with increased atmosphere, it can also seriously annoy people to have control taken away from them for too long. Thus exposition and diegetic atmosphere must be delivered quickly and dynamically, lest the interest of the players wane.
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