• Endorkend@kbin.social
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    5 months ago

    Thing is, looking at some games, Horizon and Elden Ring being a prime examples, we can have both great games with great graphics.

    You don’t really want better games with worse graphics, you want better games that don’t use great graphics as an excuse to bad gameplay.

    • blargerer@kbin.social
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      5 months ago

      He wants the resources being spent on graphics to be redirected to engineers and game designers. There is a reasonable top end budget to put towards any given game, so it is at least mostly 0 sum.

          • Zron@lemmy.world
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            5 months ago

            They take like 10 years to release a game

            They have plenty of time, just not the talent or vision to do anything good with it. Their stories are extremely bare bones, the bugs are prolific, and the power creep is more a power slide straight into godhood by level 15 because of the short main quests.

        • Serinus@lemmy.world
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          5 months ago

          It doesn’t. You can do so much more in an isometric world than a 3D one. Modern games are more about the game engine than the game itself.

          Spruce up some old school MUDs, imo. Make the original Legend of Zelda, but massively upgraded for what you can do with today’s tech. (Similar to Bastion, I suppose.) There’s a lot of room for a triple A game similar to Albion Online.

      • DdCno1@kbin.social
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        5 months ago

        That’s not how this works. You can comparatively easily scale up art departments, but you can not do the same with engineering and design. It’s also much less difficult to find competent artists in their respective niches than programmers and designers. Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level. Especially in the area of software engineering, game studios also have to compete with other fields with inherently better work/life balance, which is far less so the case with e.g. texture artists, modelers and animators.

        Art can also be produced sequentially in large numbers and making more of it at a certain high enough level of quality makes a game appear more valuable to consumers. It’s practically guaranteed: Spend more on art, have more stuff you can impress people with, a more enticing value proposition. You can spend a fortune on game design and programming, but that’s invisible and there is far less of a guarantee that it’ll work out in the end (see: the phenomenon referred to as development hell), let alone attract customers.

        Try marketing a game on mechanics and design instead of graphics. Most people pay maybe 15 to 30 seconds of attention to promotional material at best before making a purchasing decision. The vast majority of gamers do not read reviews, let alone whining essays about how some journalist doesn’t care about graphics (which have been written since the 1980s - there’s nothing new under the Sun). You can wow customers with fancy trailers and gorgeous screenshots, but you can not explain why your game that you spent 100 million on game design alone on has better game design than that blockbuster with individually modeled and animated facial hair.

        • Voroxpete@sh.itjust.works
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          5 months ago

          Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level.

          What an absolutely batshit insane thing to say.

        • SuddenDownpour@sh.itjust.works
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          5 months ago

          Programmer here. While scaling up the work of an increasing number of programmers is probably harder in a pure logistical way, I feel like you’re severely underestimating the difficulty in scaling up an actual artistic vision. Setting up piles of modelers to produce assets like they’re assembly line workers isn’t going to result in a compelling world.

          • DdCno1@kbin.social
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            5 months ago

            The studios who do this mostly aren’t looking for an actual artistic vision. Play any of the recent Ubisoft open world games and you see at best moments of it during distinct, isolated sections (usually trips caused by substance use) that were clearly tackled by smaller teams within the large group of developers. The rest were busy making 15 different types of trees.

          • taladar@sh.itjust.works
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            5 months ago

            In either case communication is the limiting factor and that scales with quadratic complexity with larger groups (everyone has to be on the same page with everyone else).

    • ColeSloth@discuss.tchncs.de
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      5 months ago

      The author has completely missed the MAIN reason the campaign was good in 2009 and isn’t, now.

      In 2009 the mindset was still that you needed a good single player game to get sales of a game. By 2015 call of duty had it figured out that they could almost completely ignore shoestringing a half asked campaign together and still get massive sales because their players were buying it for the multi-player, and all the money to be made by their fan boys buying it was in the multi-player.