i want shorter games with worse graphics made by people who are paid more to work less and i’m not kidding
Same. Be cool if there was some kind of “ethically made, fair hours and wages for workers” seal of approval for games.
We already have that, it’s called FOSS.
Facetiousness aside, I really don’t think there are any commercially released games that fit the bill.
I don’t think the whole “free labour” part of FOSS fits the “fair wage” requirement though :')
After playing Battlefield 3 and feeling an indescribable emptyness for AAA games, I turned to indie developers. The desire for more profits can really suck the uniqueness and character from a game when it’s designed for accessibility to as many people as possible.
Bonus points if the game supports modding. It’s a great way to extend the life of a game as well. Some of my first online gaming memories are from Quake and it’s modding scene. Even Sven Co-op is still developing their mod for Half-Life to this very year.
Games like that seem to have a bit more passion behind it which gives it a bit more charm. It’s been a bit sad watching old titles milked dry throughout the years in the name of the mighty dollar. Unfortunately the struggle now is finding those gems in a sea of mediocrity as gaming became more mainstream.
I mean, look at Silica and compare it COD or Battlefield. Smaller indie project, supported by a bigger publisher and filled with heart. It looks like a dream game from when I was a kid.
Battlezone meets Starcraft.
I’m not really up for adding more games to my library currently, and my gameplay preference has changes to co-op games over the years.
I did check out Silica and it reminds me of Natural Selection. An old mod for Half-Life which combined FPS and RTS. Really interesting to see old ideas still given new life and just another reason why I think games which allow modding is so great.
Best video recently about this from Yahtzee: https://youtu.be/4LplgYMiLhM
This seems like this is going to be heavily counteracted by better engines, and AI generation.
I wonder how it’ll play out though.
I think so too. The process of content creation will become more efficient. I hope it will allow companies to try new and weird things with less risk.
I believe that, to an extent, this has actually caused some of these problems we’re seeing. When tools become easier to use, more is expected from the devs, particularly in the AAA space.
A tool is made that, in theory, helps you do 12 months worth of work in 6, so they make the game twice as big. However, in reality you still have to deal with various unforseen problems, especially those caused by overconfidence in those tools. The real-world time is actually 9 months, but they’re still expected to make that huge game in 12.
Crunch ensues, which burns people out, which means less quality work and damage to health.
I think it’s generally up to responsible indie devs to use such tools well and control the scope of their projects. Just because you can, doesn’t mean you should.
I think this has always been the case, though. Engines haven’t just suddenly got better, they’ve been getting better and better for decades now. Some of those improvements give you features “out of the box” that you used to have to implement yourself. One of the reasons Unity became so popular with smaller developers is because it lets you focus on building your game - most of the tech is there, you’ve got an asset store for additional models, plugins, etc. so save you time but ultimately making a (good) game still takes time. Making a game is a very iterative process and a lot of the quality of a game these days is less to do with developing the engine and more to develop the mechanics of the game itself - the way your characters move, the responsiveness of the controls, the UI layout and so on. All of that stuff is hard to be given to you by an Engine, because it’s specific to your game.
Exactly, we’ve been getting better engines, tools and educated game devs for the past decade too and it’s what led to current situation. I don’t think AI is going to help with anything, it will just result in more soulless cash grabs if it’s used the same way ChatGPT has been lately.
Procedural terrain generation in Deep Rock Galactic is pretty cool. I could see also using it for textures and NPCs to make a game more varied for not much more work.
Wouldn’t count on that. Those techniques will help indie developers a lot, but AAA gaming is a constant race of trying to deliver more and more. AAA games are always hopelessly over engineered and once you throw AI into the mix they just raise the bar that AAA games have to hit. Expect ChatGPT flavor-text on every empty beer can you can find in the world. Auto generated quest lines and a whole lot of more stuff.
Indie developer in contrast can focus much more on actually delivering a game, with story, characters and game play. But AAA games are just ginormous piles of meaningless content and AI will help them get even bigger.
Who is setting this standard? Is the general gaming population really upset if the graphics of the new CoD or sportsgame iteration is not hyperrealistic?z
this, i despise the focus on polygon and texture counts so goddamn much
games from a decade ago are still popular and still look good, can we please just focus on performance and actual mechanics
And story/worldbuilding.
I don’t want a game of a movie of a book, but I like when there are reasons behind the actions and choices.
Eh, I think we’re about to hit complete photorealism on those things without it mattering at all anyway
What we really need is easier access to assets.
Photogrametry has pretty much secured photorealistic baked-in effects without any additional computational power. Just by using real photos (especially 3D scan photos) you cut out mapping, toning, and forming (all together a 1hr+ process) all in one step. That, coupled with modern engine lighting and an eye for what makes things “real” and you get that one bodycam footage game that everyone was jaw-dropped about.
I want more games like valheim. Could care less about the graphic HD quality. Just give me a good game that looks good enough I can forget about my actual life for a while.
Valheim took 4 years to make.
I work in gamedev. Even with simple graphics, making a successful game generally takes a lot of time to make. It’s not just graphics. Design, writing, QA, art, console compliance, and a huge amount of engineering effort especially in multiplayer games. It takes time to get right. And we’ve all seen what happens when “AAA” games are released before they’re ready just because a bean counter said they had to.
The blockbuster hits with simple graphics that a solo dev made in a few months are the exception, not the rule.
Same. I really appreciate the hyperrealistic, amazing graphics of stuff like Cyberpunk 2077 don’t get me wrong, but I would be more than happy to accept a game with even like Half-Life 1 levels of graphics as long as it has amazing gameplay and story and lots of real hand-crafted content. Obviously, you can have both (CP2077 again!) but you have to really pay for that, and I’d be okay with those games being rarer and having more games like I described.
I personally don’t appreciate it. As someone who has always worked on a budget-mid tier PC, I find that “high end” graphics just means “don’t download”. They tend to perform terribly regardless of the quality I set and they tend to look really bad with the quality dropped; compared to games that intentionally have low res textures and simpler game engines, which look and perform much better.
I like games that are more focused on providing me with new mechanics to learn and overcome. I like puzzles. I like strategy (e.g. RimWorld).
Cyberpunk is also a good example because it was all flash and no substance. It ran terribly and had nothing new to provide to the gaming world. I liked it a bit, but downloaded dozens of gigs just to get bored in an hour or two was not super fun. I often am comparing memory usage to how many hours I’ve put in a game. CS:GO, RimWorld, CitySkylines, etc are all relatively much smaller in total size and yet I’ve poured days into them. I just feel like at a certain point, these AAA titles are just spending money on design because they don’t have the patience to value mechanics. So we end up with 100GB of textures and a re-roll of the same classic mechanics we’ve been playing for a decade.
I know, Tears of the Kingdom the most graphically intensive game of all time took 6 years to make. I bet they could have cranked out that bad boy out in like 3 years if they had just used the same graphics as Breath of the Wild
The time sink was probably in prototyping for new ideas to serve as the core of the game, then in generating content that would be considered innovative and fun for people to use that core with. Games are often a moving target where they need to try things that don’t work before finding ideas that will last.
I just want to know why everything has to be open world today. It seems like developers are just constantly increasing scope and making games almost too big now.
Easier level design. I wouldn’t be surprised if 99% of open world games just had their landscape generated and then slightly tweaked afterwards.
You can do open world right, oblivion and to a slightly lesser extent Skyrim. But a huge map with not much in it just makes for tedious travel times, or lots of fast travel loading screens. At that point, you basically have separate levels.
Dark souls 1 was good too, but for a different reason: there’s nothing like opening a gate and going “WTF, how did I get all the way back here?” The way it folds in on itself makes it huge, but also gives it a very compact feeling when it comes to traveling around. I’d put it top 3 level design on my personal list.
Far cry 3 was good too. Mostly because wing suit and helicopter thing. Now that I think of it, there’s a theme here. It seems like verticality (and a way to traverse it) really helps a map feel fun. Far cry 3, BOTW, dark souls, all 3 have these huge altitude variations.
we all know this is nonsense, right? like, the development cycles have gotten so long because theyve just decided that its better that way
I’d rather have a long development cycle but deeper, more substantive games.
This isn’t anything new - the “Megagames” were famous for having crazily long development times for the era. And some of those went on to be very well received like Ultima VII, Ultima Underworld, Daggerfall, Baldur’s Gate, etc. - I remember Baldur’s Gate advertising the “90 man-years” required to create it and same for Daggerfall for the (procedurally-filled) map “the size of Great Britain”.
There are plenty of companies with short turn-around times, but they make mediocre games.
im not advocating for things like fifa, cod or NBA, but a~15 year wait between games of the same franchise like elder scrolls is pretty ridiculous
Not that elder scrolls 6 has been in development for 12 years. The long wait is for other reasons like prioritizing other games, not actual development time.