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Who is in the right?
>>
stop posting screenshots from other websites because you are afraid of confrontation and don’t want to say something to that person yourself
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The blowhard.
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>ai jeet tries to play devil's advocate for some ridiculous reason against an actual game developer
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>>746600085
>2k devs
>2th remake
>no multiplayer
How?
>>
>>746600085
>muh assets
pay a turbo autist 25% of what you pay 10 of those sinecures dev, and you get showered in assets
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>>746600303
>>746600456
How is the other dude wrong? He makes a valid point.
>>
>>746600473
There was a post of some dev, that explained that assets aren't a serious factor. It's just a comeety where nobody wants to take the responsibility, or risk. They waste time and restart the development a few times
>>
>>746600085
I bet she's a freaky freaky girl.
>>
>>746600470
the first remake didn't have multiplayer either, just a map pack for Reach, lmao
>>
But modern games aren't really more complex or realistic, just cluttered.
>>
>>746600085
when you have a skill issue everything is complex
outsourcing shit to other studios is a very good way to make things complex too
343/halo studios is a massive joke
>>
>>746600085
TeamAlef here
>>
>>746600085
Asset making being more costly and expensive doesn't excuse worse writing or gameplay design
>>
>>746600642
Snowrunner had *100 times more assets and yet is less complex and impressive than mudrunner, which is 3GB, and was made by a couple of slavs in a garage I think.
Fuck AAA.
>>
>>746600642
The other guy is wrong because he's suggesting game team sizes have grown exponentially to meet this new complexity, which is pure hyperbole.

Game team sizes have grown, yes, but AAA games don't need tens of thousands of devs unless it truly is a huge game like GTA6. For comparison, Cyberpunk 2077's dev team was under 1k. (Maybe a little over 1k if you included outsourcing companies making assets.)

>>746601301
No, they're significantly more complex than older games because of improvements in asset fidelity and multiplayer connectivity. All of that shit has knock on effects (like to netcode, engine code, and so on) that mean more and more devs.

>>746601338
This anon has it mostly right. Microsoft is infamous for both using tons of cheap indian labor and for restructuring their company every couple of years. In practice, this means a person joins a project, works on it for a few months, then gets fired or reassigned and takes all of their knowledge with them. It's a huge clusterfuck and everything I've heard about working there tells the same story about what a nightmare it is.

t. techanon with friends in game studios who tell me this shit all the time
>>
>>746600085
more doesnt always equal better, this is something that retards have never been unable to grasp since forever
>>
>>746600085
>slapping a UE coat of paint over a 20 year old game takes 2000 additional devs because realism and assets
this guy is unironically, objectively, and literally a moron
>>
>>746600769
This reminds me of the Hytale saga
goes more or less like this:

>be a scrubby teen, open a Minecraft server
>it becomes the most famous of all; make much money from it
>Microsoft Corpo starts implementing shit dystopia new rules
>realize one day the big corpo could implement a rule that kills your business
>pivot ahead of time
>use the money and the fame you current enjoying to produce a game
>is a Minecraft clone;
>you make a demo and show the trailer on youtube
>is a huge success
>everyone and their mothers contact you and want to amke deal with you
>you accept the most hands-off and generous contract of all (I think it was tencent?)
>Tencent sends experienced developers to work with you
>Immediate scope creep, mobile version, integrations, demo not good; needs to be redone from the start.
>But if you redo it from the start, you could add so many more things; this is going to be so big!
>Tencent sends you even more experienced devs
>you, the maker of the initial game, have literally no way to tell how to do their job to people with more experience and knowledge than you
>you accept a rubber-stamp role in your own company
>game goes in dev hell for 7 years
>some scrubby teen asks you on twatter why the game is not out yet
>In game hell dev, you reply
>scrubby teen asks what it takes to take the game out of dev hell
>Some millions of dollaridoos to buy the IP back
>you make millions in donations and buy the IP
>game shipped as originally intended a year later
>sell gangbus
>>
why have team sizes grown then? you fucking retards fluctuate between saying game companies hate money or they're greedy. which one is it?
>>
>>746600085
That guy would be right if adding decorative or shiny assets to the game actually added anything to the experience. There being an extra flower pot or 15% brighter light rays add nothing. If those 2k devs innovated on anything gameplay wise sure his point would have some merit but that's not what's happening.
>>
>>746600085
The other guy looks brown, I dont' trust him
>>
>>746600146
FIRST POST. NUKE TWITTER THREADS FROM ORBIT POST.

blow's not as stupid as his rep. Is this really news for you kids?
>>
>>746601892
>ESL
>>
>>746602247
It's BOTH. They're greedy so they try copying some other team. They hate money because they didn't learn from their own financial results or anyone els'es.

Get it?
>>
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>>746600085
>just look at a single scene in any game and start counting the assets
Yes, that's THE FUCKING PROBLEM, YOU DIPSHIT REDDITOR
>>
>>746600085
I believe jeets who shill demake shit and ai slop are the same people
>>
he spent 10 years to make a fucking rock pushing game
>>
>>746602247
Expansion = Shareholders happy = More money
Expansion =/= better product
>>
>>746600085
>more complex and realistic
Really? Complex how? By what standard? I would argue that many modern games are sgnificantly less complex than their predecessors. More realistic? Right. So photorealism as an art direction absolutely means there is more work involved? I'm not so sure about that.
>>
>>746602508
What's your dev path if you're doing a demake now?
>>
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>>746600085
>no you don't understand, we need to employ 1000 jeets to make a bunch of 10 million polygon 4k texture assets with dogshit physics so we can jam pack every scene with visual clutter that negatively affects the readability of the game and grinds the game to single digit frames per second.
>>
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>>746602710
By the standards of raw asset complexity. The original halo used no mocap for instance.
>>
>>746600085
>game complexity
>start counting the assets
Why stupid people exist
>>
>>746600085
>complex assets
>all of which are either bought, scanned or outsourced
>>
>>746602864
RE4 is basically based on store assets. All the textures, environment are just assets they bought.
And don't forget to use UE5, oursource everything to india, vibecode some shit.
>>
Jonathon blow tweeted in response to someone saying men aren't asking women out and he had a big post about how it's womens fault for establishing the new norms or something idr. i responded "u gotta dominate these bitches jon" and he deleted the post
>>
>>746603008
And it was great. The hand animated cutscenes of CE through ODST have way more character and dynamism than Reach.
>>
>>746601540
I've been on the contractor side of things in a non-gaming environment and it's a continuity nightmare. Sometimes you find out major changes to teams have gone into effect and you have to pick up the pieces immediately. Eventually you find yourself also being reassigned or your contract ends and whatever loose ends you've left is someone else's problem.

A big company like xbox shouldn't be doing this with what's supposed to be one of their key franchises.
>>
>>746603125
Oh an I forgot about
>uglify everything, rewrite old dialogues for "modern audience"
>>
>>746602247
You hire people to convince investors that there is growth worth investing in, and also to hedge against your own firing because being a leader of larger team allows you to status signal that you have more value via social proof.
At the highest level its a way to organize a form of UBI and organize society a certain way. Money is essentially fake.
Nobody actually believes adding more people increases productivity. That's only true for physical activities like building the pyramids. In creative pursuits productivity is actually inverse to the number of people involved. Ergo the motive is giving more people something to do, not creating the highest quality product.
>>
>>746603218
>A big company like Xbox shouldn't be doing this
That's what I meant thougheverbeit, this dysfunction is just part of modern Microsoft, whether it's Windows, Xbox, or Azure. There's no escaping the shitpile if you work there.
>>
>>746600769
>comeety
>>
>>746603216
Yeah, but that has nothing to do with the question, which was where the complexity difference is
>>
>>746600642
>How is the other dude wrong?
because team sizes grow to for management, not hard-skill talent.
It's why Xbox has 13 layers of useless women PMs
>>
>>746600642
yeah but does all the fancy graphics really make the game THAT much better? so much better to justify the gazillion dollar budget which is why AAA studios have been pushing for $80 games and doing anything else they possibly can to nickel and dime people who buy their shit for the past 15 years?
>>
>>746603269
How about I just go my own way and do my own shit without the fucking pressure of making my shareholder get $10 for my $1
>>
>>746603216
>>746603481
NTA, but if it both looks worse and costs more to make, why don't they just go back to hand animating?
>>
>>746600085
>games need thousands of people
>take 6-10 years
>and cost hundreds of millions of dollars
>they all look, feel and play inferior to games from 20 years ago that were done in 1-2 years
You know... Maybe they should go back to that?
>>
>>746603171
uuuuh what the hell? jonathan blow is kinda based?
>>
>>746604196
Cool it with the antisemitism, chud
>>
>>746604274
It looks weird having realistic models with realistic materials and lighting animating like CGI cartoons
as usual, grafix stifles art
>>
>>746600085
Laura.
>>
Blow is an annoying sperg but he is often right
>>
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>>746600642
>game A asset has 300 polygons so we need 10 graphics designers
>game B asset has 3000 polygons so we need 100 graphics designers
>>
>>746604579
Its not about the polygon count, but the sheer number of assets themselves. Look at the older 3D games, the levels all look empty.
>>
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>>746600085
In the past everything was hand modeled and hand animated.
Now they scan in assets and use mocap.
Yeah there's more environmental assets but developers aren't going and modeling each of those trees and rocks by hand.
>>
>>746603125
Asked and answered.
>>
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>>746604890
>the sheer number of assets
oh no those poor designers
>>
>>746600085
Morrowind got made by like 40 people, who were developing the engine alongside game development
The industry is a bloated, dogshit mess and excuses for the dogshit ship of Theseus developers is pathetic
>>
Half life 2 looks great and half the damn maps are just hammer brushes with textures applied to them with some props placed around. A large part of the modern game dev problem is the lack of "labor efficient" game engines like source or bethesda's dev tools to churn out content with easy to use map editors and asset libraries. The process of making a map in UE5 compared to something like the creation kit is insane.
>>
>>746603008
Cool, so then go back to that and stop wasting money on mocap. If you don't then you don't get to complain about how your development costs ballooned.
>>
>>746605352
Source and Unreal are mostly the same (simple geometry being textured shapes in the engine with fancier props put around for different purposes), but source uses a "build in a vacuum and make it air tight" model instead of Unreal's "hollow out from within the center of a big block" approach.

The main thing that's changed is around UE4, Epic started selling the engine to TV shows, VFX companies, and places that make non vidya content, so the engine has become this big, overly complex, bloated mess. The shit I read about UE5's animation system requires a 99 Insight level to even begin to comprehend, for example.

GECK is closer to an old level editor than a map making suite because it was designed for mouthbreathing Skyrim fans. Source and Unreal are closer to CAD.
>>
>>746605321
Back in the day you really couldn't make a game without your own in-house engine. Now it's all been consolidated to UE5 and there is not a single UE5 game that looks remotely good.
>>
>>746605570
The fact that they can't find competent 5 devs even with the number of people going up 1000x is also hilarious in that sense.
>>
>>746605570
agreed, as a layman I find myself able to make fully playable maps and content for say skyrim or an old source 1 games with maybe 2-3 hours of fucking around and learning. You can watch the making of oblivion documentary and see people in the construction set whose entire job was just to create content while other people made assets. So you can have low skill people make maps and quickly playtest while the autists can make all the complicated stuff.
>>
>>746600085
This isn't exclusive to vidya, it's pretty much any industry. Company gets too big, productivity tanks.
>>
>>746604890
>Look at the older 3D games, the levels all look empty
>look at Sly Cooper
>Levels full of detail and assets
>each game took 1-2 years to make
HMMMMMMM
>>
>>746605648
They found em anon, but someone in a suit said
>I can get five indians for the price of this one guy
And then you end up with Halo Infinite

>>746605728
Yeah, there was a trend in the late 90s where game companies started to include their dev tools in the game, mostly for fans to have fun. Blizzard was a big fan of it with Starcraft and WC3, but that all changed after Activision bought them and they lost the Dota copyright stuff. Since then, all their editors have huge 'we own the shit you make with our tools' text in the licenses.
>>
>>746601892
Supposedly happened with No Man's Sky; small indie studio with promise but no money takes big corpo money, which catapults the game's visibility but screws with dev time.

Lesson: have a strong alpha and beta roadmap before looking for funding/promotion. Hire outside devs when the game's foundations are set so there's no confusion in function or vision or just use AI as your grunt force and hire a small human team of vibe vetters to make sure the code is stable and readable, and get humans for art and music.
>>
>>746600085
>Who is in the right?
In this case, Jon Blow, since that idiot seems to keep missing the point entirely, because yeah, games have more shit in every scene and more detailed at it, but if they made less complex and realistic games, they'd need less people and they wouldn't take over 8 years to make a single game and be 600 million in debt.
They might not believe this, but the most profitable games made nowadays are fucking nintendo games, they barely cost like 20 millions except metroid 4 that cost 100 million, the games don't have extremely detailed graphics, but they have cartoon-like and stylized graphics, those graphics in most of their games look good, you really don't need anything more to make a fun game that'll sell millions of copies.
>>
>>746600642
what you posted isnt a videogame, its a walking simulator interactive movie. let's see how much nintendo games cost to make... wow, substantially less! and they dont even fire their employes! in fact, it's one of the safest work environments in the industry! how?
>>
>>746605969
>Supposedly happened with No Man's Sky; small indie studio with promise but no money takes big corpo money, which catapults the game's visibility but screws with dev time.
Nah, you fell for bullshit excuses, they are the devs, they are the ones coding and owning that code, they should know how long it takes to develop, he lied at every single step and he is an incompetent devs, even today the game is still hot garbage, he did patch in *some* of what he promised on release though, in any case, he was the owner of the studio, he could've simply told sony, "listen, we can get this done in X years, take it or fuck off", that's all.
>>
modern game development
>first five years: try to come up with a story while trying to cram as much wokeshit as possible in
>spend another five on "concept art" that looks nothing like the finished product
>three months before shipping
>fire up UE5
>drag "good enough" assets from asset store
>ship game utterly broken
>fix the worst bugs on launch day with a 300GB patch
>keep fixing for two weeks
>abandon game
>go "work" on next game or lose job
>>
>>746600642
>Took 6-10 years to make
>New game didn't even have the gameplay done at the time of reveal
>Rubin/Gavin era ND could've pumped out four entire trilogies in the time it took nu-ND to make these two games AND racing spinoffs
PATHETIC
>>
Why cant people discuss things in a calm respectful manner without insulting each other? I never insult anyone here when I disagree with them.
>>
>>746600470
It's better that way so it doesn't cannibalize the MCC's playerbase.
>>
>>746607024
They should have just ported MCC to PS5/Switch 2. Cheaper and more sales.
>>
>>746606980
Because it helps keep normalfags and tourists at bay. You either develop a thick skin and can handle it, or you piss your pants and run back to r.eddit.
>>
games looked passably immersive while still readable without all of the extra detail and clutter so maybe we should just start there and stop hiring 2 trillion people to make games look uglier
>>
>>746606980
You sound like a faggot.
>>
>>746602353
he’s an asshole who is occasionally right which comes with the territory of being an asshole
>>
>>746600642
He's right. It's happening way too slow but people are seeing the cost of having detailed models for everything, voiced audio for everything and gigantic landscapes you're not even exploring. Of course devs are buying and reusing generic assets like rocks and grass but any unique location, weapons, armor, items, creatures, animations for said creatures, all that modeling takes up way more time than anyone here can imagine.

I'd say fuck the graphics and focus on style. But look at every thread and chat section for game shows. If you can't see the pores on a chicken's asshole everyone here screams it looks like a ps1 game. So they can pretend they didn't ask for this but it's just like CoD - cry all you want, most of the fags here buy it.
>>
>>746600085
She's based and she used to be a suit at Xbox during the 360 years so she knows what she's talking about
>>
>>746600085
Normie cattle is equally to blame yes
in general, a game with better graphics sells more, it has always been the case.
>>
>>746600085
It's easier and faster than ever to create those assets so I don't know what the fuck this retard is going on about.
>>
it’s kinda weird to think about the fact the games industry listens to the people who complain about graphics and keeps trying to push more and more fidelity to the degree new game releases end up being make or break for entire studios if they’re not Fortnite level successes meanwhile some of the most successful and profitable games of all time are shit like Minecraft and Roblox that look like shit on purpose and thus can run on pretty much any modern device
>>
>>746607690
Finally someone who has actually watched her videos, I really wish most people on /v/ would die
>>
>>746607617
When working on complex things you first figure out how to speed up the process and automate it, so you can focus on new things, there's plenty of games with good graphics, sound design and voice overs that take a fraction of the time and budget of other releases, see star citizen for example, incompetent lead designer, who has hired incompetent devs and has no skill in managing a company, over one billion in budget and all there is looks like it was put together in afternoon by an highschooler with unity assets.
Developing games is hard on many levels, the vast majority of people are not able to do it, games that in the 90s would run on the computing power that a fridge has in 2026 would require insane specs if the modern devs re-developed the exact same games.
>>
>>746607617
He's not right and your average Joe has no idea how much easier it is to make a realistic asset in 2026 vs a non-realistic one in 2006. Yes there's more detail. No that doesn't mean it's harder to make because the tools are so much better now.
Textures in HL1 had to be photographed on location, then manually assembled into a collage in photoshop. Textures in modern Halo are made by moving nodes around in Substance Designer to create materials and then drag and dropping those materials into hundreds of assets in Substance Painter, applying automated masking to them. The amount of times they don't even go in and manually correct the automask is insane. But a normalfag wouldn't notice it, you need to know what to look for.
Similarly for modelling, a normalfag looks at all the detail and thinks it's harder to make than a lowpoly with a normal map from 2005. But to make that normal map devs had to make a highpoly asset anyway, and then bake detail from that onto the lowpoly. You may not see that highpoly model, but they made it, it wasn't easier than a highly detailed model today.
>>
>>746600085
>we need more management
why?
>because we have more staff
why?
>because we have more assets
why?
>>
>>746608027
I guess that explains why a lot of PS2/Xbox/GameCube era promotional materials have significantly higher quality models compared to the ones in game
>>
The one who says gaylo's always been shit: me
>>
>>746607867
I didn't realize how bad the situation with HR fags was until I saw her video. Fucking HR roasties think they should be the ones calling the shots on company culture or designing products.
>>
>>746600085
>no you don't understand you HAVE TO fill your game with useless assets that add no value to gameplay
>>
>>746608208
They're like that in any industry. Even ones working in supermarkets think they run the company.
>>
>>746602247
I believe that game credits now have to credit everyone that touched the game and modern games outsourcing their asset production to smaller middleware companies where you have to credit everyone in those companies as well.

In the game while team sizes have grown, they arent 2000+ people, it's just the amount of people who touched the game somehow like making a rock texture in a corner somewhere while the core dev team is more or less the same size they have been for years.
>>
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>>746607617
>any unique location, weapons, armor, items, creatures, animations for said creatures
lol those can be recycled too
>>
>>746600642
Precisely because you didn't post anything that looks good.
>>
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>We need a dev team of 5000 people because the game is so realistic and has so many assets.
They should make games less realistic and with fewer assets then.
>>
>we are handmaking all the models and textures in our modern games
what a crock of fucking shit
>>
>>746608390
>but having reflective mirrors is just too hard, so our game doesn't do that
>but we still need the 5k people though
>>
>>746608342
This only works for developers that develop games on their own engines and consistently make games set in certain settings with their own art style. Like Bethesda for example.
>>
>>746600642
Games don't "get more complex and realisitic". Games don't fucking do anything. They aren't some independent thing that's evolving to be more and more complex and photorealistic, requiring us to increase team sizes to support them. The only reason we're making these bloated and hideous games is because of corporate suits who are completely disconnected from the mentality of game devs of the past (if they even play games at all) and their decisions.
>>
>>746602247
>hate money
Do you not understand sarcasm?
>>
>we need 2000 devs because we HAVE to download 200 different frond models from across the internet
i played 10 hours of sandustry and it's all just shitty pixels
>>
>agile methodology gets adopted after decades of waterfall projects
>gamedev times skyrocket
Nobody is ready for this conversation though.
>>
>>746608663
huh?
Yes, I'm a retard.
>>
>>746608663
Coincidence. Waterfall projects go over budget and over time as well. Agile started showing up in gamedev right when AAA started getting bloated back in the early 2010s.

>>746608723
Waterfall and Agile are project management methodologies. Waterfall is basically
>Do A, then B, then C, then D
Which looks like a waterfall when you visualize it.

Agile is
>do a design/dev/test cycle, then if it's broken, repeat the cycle again
which looks more cyclical.
>>
>>746600085
playing devil's advocate, other dude does kind of have a point if you're looking industry-wide, he just picked the worst example possible since 343 are infamous for using biblical amounts of contractors and having terrible oversight

i've worked some game dev stuff with people who used to work AAA and heard a lot of stories, maybe i can explain:

you used to be able to employ generalists but since realism and gfx fidelity has become such a priority you have to have specialists who do 1 thing really well
you might have a small team of graphics related people who only work on like foliage and how it meshes with the ground and sways in the wind, think ghosts of tsushima
there's a cool GDC talk where they go over some of the backend of how it works but it took multiple devs/artists + some research to get it to the final fidelity you see in game, and that's just the visual component, not even anything to do with the reactivity with fire/propagation, trial and error, etc

company burn rate in terms of cost per employee has gone up since almost all these companies are silco/texas-based and it's expensive as fuck there so their margins are much uglier if they don't sell massive amounts of copies. they have to pander to the largest possible audience so they've stopped looking at what people actually want and playing to a niche because it doesn't give enough of a return. it's why AA died. it's not as simple as 'shareholder say line go up!' for a lot of reasons. look into your 401k, you probably have a game dev company in there.

>>746608663
>agile methodology gets adopted after decades of waterfall projects
fucking this, i've been saying this shit for years
kanban/scrum culture are genuinely the worst fucking thing to happen to software. it exists solely to keep middle aged women and faggots employed and to waste people's time

ran out of chars but there's a lot of reasons why dev teams are so huge now
>>
>>746608472
>set in certain settings
They've done sengoku japan, medieval fantasy, futuristic megastructures and victorian horror. That's more diverse than the output of any western AAA studio in the last decade.
>their own engines
assets are engine agnostic
>>
>>746608850
>Waterfall projects go over budget and over time as well
Yeah but they don't spend the same amount of time in purgatory like agile does.
It just go round and around.
Mythical Man Month may complain about waterfall but it does support the idea of requirements up front over redefining them every 2 weeks.
>>
>>746603335
Big companies bloated with too many layers of management can't resist the trap of making a million changes and restructuring constantly
The layers of management who don't actually contribute to the operation of the firm literally cannot understand that they exist to make the lives of those below them easier so that the rank and file can actually just do the fucking work that's required, so they justify their existence by restructuring the peons every so often in order to fix the terrible state of the firm that they most recently restructured their way into
>>
>>746600642
Technology has made game development easier as well, so his point is moot.
>>
>>746601892
Impressive turnaround. I was expecting the story to end one of three ways
>canceled while in dev hell
>dev takes the donation money and runs
>game releases but is shit and/or flops
>>
>>746609773
Shitty management isn't exclusive to agile or waterfall. A strong management group can do agile fine, just as it could do waterfall.

>>746609797
That's mostly just a Microsoft thing that isn't exclusive to their gamedev division. Don't estimate how incompetent big companies can be.
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>>746601892
His first mistake was trusting the chinese.
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>>746606849
UE5 games all look the FUCKING SAME!
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>>746600085
>countless more assets per scene
>they are all many times more complex
yet the games only get worse and uninspired. very interesting. those things are surely not connected.
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>>746600085
games don't have to be more complex and cluttered with objects
the inflation is completely unnecessary and if anything like anything else adding more parts/complexities just makes it more likely to break
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>3D Modeler makes 3 rocks
>Have to hire 400 jeets so the game doesn't implode because putting rock_1.mdl rock_2.mdl and rock_3.mdl on the same map will literally cause the game to explode
>Please forget that Halo had created the platonic ideal of a rock and literally used the same rock for nearly all the rocks and nobody noticed for years
>>
>>746610141
I think so too in a way. I've just only done work in agile.
Just today we were in meetings all day trying to figure out what we actually needed to do for a data dump to a 3rd party. That 3rd party intially asked for that dump, I kid you not, 2 years ago. A cronjob that exports a sql database to an s3 bucket. 2 years and we still haven't delivered on it.
>>
>>746600085
Wasn't Black Myth Wukong made by like 100 people? Assets in a cutscene mean jack, it takes maybe 3 competent dudes at most, and they'd autism their way into making it look good for as cheap as possible.
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>>746600642
Well, you silly little thirdie, newer games use a lot of publicly available assets. Motion and face capture is easier than ever. Audio dubbing hasn't changed much. Modern engines make scale and terrain scultping and plant placement and event scripting very easy. And most of all, modern games are less interactive and complicated than old games.
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>>746602478
The amount of assets is exponential to your enjoyment of the game. Look at Starfield, all those carefully crafted food assets made it a very engaging and immersive experience.
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>>746600085
>games can be more graphically complex nowadays so clearly every dev team NEEDS to be bloated with thousands of contracted Indians
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>>746610646
Organizational inertia is a hell of a thing, let me tell you. My company is even worse.
>>
An insightful video I found about middle managers and the problems with them. It's not really about video developers, but start ups in general and would be applicable to game studios that try to scale up too quickly. Start from about 29:44, but the whole video is interesting:
https://youtu.be/_0ZNRB7oIpI?t=1785
>>
>>746607024
What playerbase? It takes ten minutes to find a game with every entry toggled.
>>
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>>746600085
She has a point, but her video does ignore how complex game development has become and how high expectations (graphics, length, scale, scope, localizations, number of supported platforms, etc ) have become.

Compare the cost of Gears of War (2006) to Palworld (2024). GoW cost around $16M adjusted for inflation compared to Palworld's $7M. Yet GoW would cost you $60 in 2006 or almost $100 USD adjusted for inflation. Palworld's early access was only $30.

In 2026, very few people would pay a minimum of $100 to play any game except Grand Theft Auto 6, which is rumored to have a game development budget in the BILLIONS. Because that's where the market's expectations are. A game like Palworld goes for $30 because it looks like dogshit and doesn't have Nintendo's branding. But a game with billions of dollars behind it can still only go for $80 at most.

You're only going to get so far cutting management. That's not the fundamental problem with AAA game development. The fundamental problem is what the market, or gamers, expect from a AAA game (high production value, affordable prices) and how it can no longer support the AAA game industry's mandate for growth and success.

The business model no longer works.

The fix is simple. More AAA developer layoffs. More AAA studios closing. Fewer AAA games. Because there is an oversupply of AAA content that the market cannot profitably absorb. After enough downsizing has happened, maybe we will reach a healthy balance between the supply of AAA games and enough demand from the market to profitable support that supply. Until that happens, expect continued volatility in the AAA game development market.
>>
>>746602247
“What one programmer can do in one month, two programmers can do in two months.”
That's an ancient comp sci quote and it's true.
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>>746611391
>She has a point, but
Nah.
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>hmm let me look up how much devs worked on the game that actually peaked graphics wise, can run on old ass gpus, and which to try cranking fidelity any further is retarded
>160 devs
>1250 IF you literally count every single person like voice actors and outsourced work

DEI hiring lead to our current global competency crisis. Talented cargo shorts wears dorks and dude bros were kicked out, and feminist took over.
https://www.youtube.com/watch?v=-7o9VHxXTwg
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>>746602247
it's not one or the other, it's a lot of things

you could write a five hundred page dissertation on everything working against AAA. if i had to sum it up

>TL;DR:
team sizes are bigger because games are more complicated to make as is the software used to make them. constant layoffs/hirings lead to a lack of experienced leadership which leads to inefficiency which leads to more employees.
there are no more generalists or multidisciplinary people involved because it's too difficult to learn multiple dev skills and companies won't hire you even if you do.
valve are the only ones who recognize how valuable these people can be and it's why their employees get paid a fucking zillion dollars. otherwise, they get poached by other industries and paid more to do less work.

>more complexity = more devs, more devs = more management, more management = more inefficiency, more inefficiency = more costs, more costs = more required ROI, more required ROI = more trend-chasing, more trend-chasing = more pandering to wide audience, more pandering to wide audience = more slop
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>>746606980
calling each other faggots is just a term of endearment here
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>>746600642
it's only valid if you ignore that developers can deliberately choose to get off the hyperrealism train and make lo-fi stylized games.
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>>746608390
>They should make games less realistic and with fewer assets then.
but how will we justify all these senior mangers then!?
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>>746600085
That lady is pretty cool, she was friends with the late oatmeal-san
jon blow still blows
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>>746610336
Because most are buying assets from the same place.
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>countless more assets per scene
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>>746600085
You can scan objects nowadays. Same for animations and textures. More assets doesn't justify having 10 times more devs, especially when you already have 200 people working on a single game
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>>746614275
I'm not a modeler, but wouldn't that amount of polygons on a single asset completely rape your GPU if it was in the game and you looked at it?
>>
Blow has always been a based puzzle atmosphere autist
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>>746614393
yes
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>>746606849
>spend another five on "concept art" that looks nothing like the finished product
>three months before shipping
>fire up UE5
>drag "good enough" assets from asset store
This is the part that hurts the most. They let talented people work on some cool stuff, scam whoever is funding them by showing them their work then hire 2 pajeets to make shit like hamburgers with 4 million polygons
>>
The problem is for one they import assets

For two the games suck despite having TEN TIMES the supposed “effort” (let’s be honest they are not working as hard)
>>
>>746614275
WTF
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>>746614393
pcs can handle a lot of polygons these days but yea its not good

that said it probably uses nanite which in simple terms basically auto-reduces the triangles based on how far away it is so it's not actually rendering as many as are in that anon's webm
it's why so many UE5 assets have ass topology, now that they can lean on nanite, a lot of companies have just said fuck it and just throw in whatever or use photo scans because it's cheaper and easier

the biggest UE5 issue is actually lumen, runs and looks like shit
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>this was considered the best game of the year when released
>one dev and couple hours in python to do it all
Yeah...I don't know guys
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>>746600085
Do people genuinely watch this fucking shit or waste their time reading this crap?
Especially if its a womans opinion?
>>
>>746600085
Fucking hate when these fags make me defend blow man. Love him it hate him he actually knows what he's talking about in this instance
>>
>>746600146
better yet, stop posting your lame pasta every fucking thread you hate, you dumb NIGGER>>746600146
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>>746601540
>t. Techanon who's friends are the incompetent baboons who are getting insulted
FIFY
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>>746614275
this meme will become reality soon™
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>>746614275
There are tons of awkward topology and weird mixes of meshes all over the forerunner designs. From a distance, plenty look fine. But they fall apart once you get close. What ARE these?
>>
>>746610336
Also because photorealistic is an art direction. A really fucking oversaturated one. Stylistic choices can be more unique and varied, but photorealistic looks like photorealistic. Photorealism was neat when it was still a novel thing. Now it's mandatory, but people have woken up to the fact that more realistic does NOT make for a more enjoyable game on its own.
>>
>>746603090
Games have been getting less mechanically complex in favor of greater graphical fidelity, buts like putting more make up on a shallow chick. She’s still just as boring, even if she’s technically prettier.
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>>746600085
>jonathan blow
https://www.youtube.com/watch?v=xSXofLK5hFQ
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>>746615903
Probably an example of an ai made asset
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>>746600085
Blow because "Alef" is talking past the issue.
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>>746615903
greebles
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>>746600085
>Who is in the right?
2183 devs
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>>746600146
I agree with this anon. Twitter screenshot threads should be a bannable offense
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>>746616805
I haven't seen this image in at least 8 years. It's still true to this day



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