Caeden
Golden Baronet of the Realm
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I can’t tell if I see what you did there or if that was the most awesome of Freudians.It's still looking grim, have to keep the torch on while wandering in exile.
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I can’t tell if I see what you did there or if that was the most awesome of Freudians.It's still looking grim, have to keep the torch on while wandering in exile.
Art. FF7 was a bunch of low res prerendered screens with a few wobbly detailed FMV's, and is actually quite a small world. The art in FF15 takes up 20-30gb. BotW is like 1000x bigger than Legend of Zelda, fully 3D mapped and textured. Zelda they basically go into design mode figuring out the next "tool" you're going to have to use to get through barriers or around the map.Blizzard's commitment to "quality" is one thing that's killing them, apparently they've cancelled about 50% of the games they've ever developed? That's not some pious act, that's just bad management and poor use of resources. Guess what? The games are turning out shit anyway.
Why can't these popular companies finish their fucking games in a timely manner anymore?
Square-Enix is even worse. It took them 3 years to make FF7, I'm replaying it at the moment and it's crazy how many random minigames it has which must have taken a lot of time to create, I don't understand how their games now take so much longer but have no extras like that anymore...
So then the questions is why art is so important that the rest of game design is suffering for it? I never understood the graphical arms race and blizzard is always on the more basic side anyway.Art. FF7 was a bunch of low res prerendered screens with a few wobbly detailed FMV's, and is actually quite a small world. The art in FF15 takes up 20-30gb. BotW is like 1000x bigger than Legend of Zelda, fully 3D mapped and textured. Zelda they basically go into design mode figuring out the next "tool" you're going to have to use to get through barriers or around the map.
For Diablo, it's designing classes. Art is there, but it might as well be squares throwing lines around the screen.
Blizzard's commitment to "quality" is one thing that's killing them, apparently they've cancelled about 50% of the games they've ever developed? That's not some pious act, that's just bad management and poor use of resources. Guess what? The games are turning out shit anyway.
Why can't these popular companies finish their fucking games in a timely manner anymore?
Square-Enix is even worse. It took them 3 years to make FF7, I'm replaying it at the moment and it's crazy how many random minigames it has which must have taken a lot of time to create, I don't understand how their games now take so much longer but have no extras like that anymore...
Like the first part being about turning Kerrian into a human and the second part being about turning her into a zerg.Starcraft 2's "we have so much content and story to tell we need to separate it into 3 releases". Half the missions are pointless filler to introduce the next unit.
All the folks saying "it doesn't take that long to develop", I wonder how many of you have actually worked in software development and have any idea how long that curve actually is? Because I do. Small game, small number of assets, small amount of features and art, 1-3 developers/artists, maybe 6 months. That all scales up unless you sacrifice somewhere, or you have a running IP like Overwatch with small blue/green deployments. But that shit doesn't work with large single player games.
Short term development is typically on a blue/green cycle, so you're constantly working against a ticking clock to keep the revenue flowing. It works really well in the mobile environment where dev cycles are minimal. Art asset requirements are limited, and actual code work is nearly non-existent assuming a solid code base with a strong and easily scripted foundation. A half mil for 6mo of dev assuming 2+ times that in revenue, it's a no brainer.I got a quote from Zgames (a contract mobile game developer) to develop an Idle Heroes clone artwork, sound, and all, with a few changes features and 1 full year of community involvement/event support and basic content updates (as well as making 2 video ads through vungle) and they quoted me $400,000 and 5-8 months dev time.
So mobile games certainly do not take long, at all. The problem with mobile games is the constant moving of the carrot through weekly events to keep your players interested in your game because the reality is - the game is mundane, simple, and basic and in 1 week people are done with it. But with a new event a week later, everyones back. Keeping up with that is a lot more work than the development itself.
When I make my games in Second Life, it takes my artists longer to make the 3d assets and my texture artists to do their thing than the time it takes me to completely code the product.
[citation needed]... Not that I doubt it. Just furthers my point.I'm pretty sure Hearthstone uses the Unity engine.
Lost Ark online runs on the Unreal Engine and the game runs flawlessly and looks so damn beautiful. I really hope they do go with that route.Modern engines have significantly reduced dev time. It's just expensive to license a good one, and to hire good "coders" (scriogers) with experience in said engine. Blizzard has their own engine that works great on a network, but is admittedly far behind the curve in being able to generate a graphically on par experience with what's out their today. I wouldn't be surprised if they ultimately relent and license out the Unreal engine or one of the others for their next game. Diablo Immortal is them stepping their toe into that deep pool, using an existing, known to work engine and product, while slapping Blizzard's art on top of it.