
Dither is, according to Wikipedia, “a technique used in computer graphics to create the illusion of color depth in images with a limited color palette.” In terms of otakudom, it’s a visual technique used in many early to mid-90s h-games when the maximum number of colors was 256, and is basically a way to make an image more detailed with limited resources. If you play the Phoenix Wright games, you might notice some of the backgrounds have significant dithering, at least the ones that were adapted from GBA titles. You’ll also see it if you enlarge any gif.
These days, with 16-bit, 32-bit, and “true” colors available, dithering has fallen by the way-side. Games as far back as To Heart and Kanon didn’t use dithering, and really there’s no practical reason to keep it up. People who want to get off on these games would undoubtedly prefer better colors, and those who play for the story and characters, it doesn’t make much difference. But where practicality falters, artistry thrives.
We’ve seen a “return to form” in anime and other media with varying degrees of quality. Megaman 9 showed the world what it meant to look 8-bit because your gameplay was suited to it. Bihada Ichizoku shows the world what it’s like when you make a show just to throw in super 70s shoujo designs.
So I want to see dithering used not as a substitute for better things, like a pirate attaching a pegleg, but as an intentional part of design, like a pirate carving his pegleg into an intricate horse shape.