There are so many factors that play into commercial artwork—the technology that was available at the time, the timeframe that the artist had for making the artwork, demands/preferences of the company that hired the artist, the additional demands/preferences of Intellectual Property (IP) owners, the stylistic trends in the marketplace etc—that have nothing to do with the actual skill of an artist. One of the best pieces of animation I ever did was rejected by the producer in favor of something that was physically impossible and looked ridiculous on screen. But he preferred the revised version and I was being paid to achieve his goals, not my own.
Do I look at pins and shake my head at some of the creative choices? Sure—I’m human and I at things me or my own team produces too occasionally. But it feels like the exercise of creating a list and debating specific perceived or real shortcomings puts a high level of criticism on one person—the artist—without really acknowledging how commercial artwork results are driven more by all the other factors and stakeholders that I outlined than the artist themself.
I think a more even-handed discussion might be “What artwork choices were clearly driven by the timeframe that would be handled very differently now?” I think the Big Game “bingo cards” fall into that category because at the time the game came out, there was still a lot of general interest in Bingo type games. It would’ve resonated a lot more with consumers at the time than it does now.