this post was submitted on 18 Oct 2024
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[–] TheLepidopterists@hexbear.net 28 points 1 month ago (3 children)

This is due to the whole "we need to model the physics of light passing through each bead of sweat" graphics and everything needing to use original assets mostly right?

I wonder howany people even want such a thing.

[–] Owl@hexbear.net 16 points 1 month ago

That's a lot. There's also a lot of project management bloat, churning the same work over and over because the direction of the project keeps changing. And it's also a whole lot that it's become normal for AAA games to have absurd scopes, 70 hour play times, open worlds, every mechanic anyone has ever heard of, etc.

[–] lil_tank@hexbear.net 9 points 1 month ago

The physics of light thing is handled by the engine so unless they're making one from scratch (which no one does given that in-house engines are shared across teams) it's not a time sink for the studio

Unique assets are a bigger problem yes

Bug fixing when the game has a poorly defined scope is a big one too

[–] GVAGUY3@hexbear.net 9 points 1 month ago (1 children)

I have heard some of it is due to trying to prevent crunch, but I'm sure that is minimal, but yeah, most of it is from absurdly complicated graphics.

[–] invalidusernamelol@hexbear.net 14 points 1 month ago

I'm fine with that, AAA games should be leading the way on solving the rendering equation in novel ways. Luckily they get so excited when they find something that it's published in detail and they do dozens of SIGGRPH presentations on it and after a while everyone else gets it for basically free.

Spend 8 years and millions of dollars building out engines and tools for mediocre games so good games can selectively use those tools in fun ways on tight budgets.