Dio said:
rabidrabbit said:
I seriously think people are overestimating the effect that next gen consoles will have on content creation and how much more time and staff the next gen games need.
Of course they'll require more art, more detail, larger worlds, longer and more complex code...
But it's not that the whole world around the next gen consoles stops, that only the consoles get more powerful and capable, while the content creation tools stay the same...after all they all more or less follow the same general technology curve.
The tools for modelling, animation, motion capture, programming... they all evolve too.
You're one of few that does. Content creation is expanding on an exponential curve, and there is not a developer in the world who is not chewing his fingernails at least a bit over the next gen.
There is definitely no sign that the tools are evolving on the exponential curve, and some have claimed they may not really be improving at all.
Greg Costikyan's take on it, which resonates with most people in the industry.
Ok, I'll believe it then. That was just my uneducated guess, I've never done any work for any game ever, and only occasionally done some modelling with 3D sw like ProE, Max...
Even if the developing sw and hw were evolving at a same rate as consoles, they'd still need to invest money on that new stuff, plus educate etc...
...still, if next gen games are mostly beat'em-ups, Racing games, fps...
is there really
that much content that they need?
-A Tekken needs some ten characters, some ten 'levels'. The characters already are very detailed, with clothes, jewels, acessories... it already takes considerable artistic talent to model such human faces, a bigger poly budget would (I think) only make the artists work easier as he/she would not need to find shortcuts so that the model would still look as good as possible with a more limited resources. I think they aren't modelling them vertex by vertex, builing them by stitching poly by poly, they use more advanced modelling tools.
Isn't modelling more like drawing or painting today, than sculpting. Isn't a realistic looking round wheel easier, and faster even, to model with 5000 polygons, than to try and find a way to make it with 24 polygons and a low res 32 x 32 texture
-A racing game needs hundreds of cars (already a huge task in this gen, GT4), tracks (ok, trackside detail has a lot of room to improve).
-A fps game needs some enemies, about five or so distinctive "worlds" where much of the modelling and texture work will be recycled inside a world anyway.
Is it really that much content in a game that follows much the same basic designs as the genres today. A GTA type of game, or a MMORPG would of course need as much content as possible, but that type of games will probably not be seen early on consoles lifecycle.
I think the devs should be able to make visually very impressive next gen games with about the same resources as today, if they concentrate on the initial (graphical) impact. That would of course mean they'd have to sacrifice on the size of a game, but that would no necessarily be a bad thing, if the gameplay is innovative and enjoyable with high replayability.
For example a next gen Madden game. If (as) one is released at launch, very likely (imo) most of the resources have been allocated on the visual side of the game, as there is little (need) to invent on the gameplay, thus such game would not need really that much more resources than in this gen. wouldn't much of the modelling been also already done, couldn't they recycle the models that were used this gen for pre-rendered intros etc...?