http://xbox360.ign.com/articles/756/756135p1.html
I like the guys at Pandemic (long live Battlezone 1/2 PC!) and they give a pretty candid interview. You will want to read the 4 page interview, but here are some comments I thought were insightful. A lot of it is very similar to what the developers here have shared.
I can see Steve Balmer right now practicing a new line: "Artists, Artists, Artists! Artists, Arstists, Artists! ..." I thought the comment about asset tools was pretty telling (ie the focus from the big guys seems to be on engineering tools) and is where stuff like UE3 falls into the market. I wonder if MS or Sony will invest heavily in the creation content workflow for next gen. Will we see a buyout of companies like Epic for this purpose?
The 640x480 comment is something John Carmack has stated before. I guess there are always tradeoffs and sometimes you can get a feature cheaper (e.g. resolution) than increased fidelity in fewer pixels. But I wish MS (and Sony?) had left the door open for developers to make this decision.
And for this reason, and the important one tools and art, that we may see next gen be a little less technology focused as some have suggested on the forums. If upcoming games like Crysis are an indication (not that it is an end all, be all) we may be approaching a point where pushing the hardware limits in design may not aid the central goal of design. But then again the consoles last a while, and if the scaling of returns slows down some maybe packing it in tight again would be the right move to plan for something like a 7 year generation (i.e. more untapped potential). I wouldn't be surprised if MS and Sony took different directions next next gen, at least until a time where we begin to see stuff like realtime GI which could be a big help to the design workflow.
I like the guys at Pandemic (long live Battlezone 1/2 PC!) and they give a pretty candid interview. You will want to read the 4 page interview, but here are some comments I thought were insightful. A lot of it is very similar to what the developers here have shared.
IGN: As hardware becomes more complex, are the supplied development tools easing the strain on designers as well as programmers?
Adam Myhill: With respect to Sony and Microsoft, I haven't seen very many tools that really understand the craft - at least at the artists' level. There may be better tools at the engineers' level, but it comes down to making our own tools. The teams that have great tools will leap forward; the ones who don't will get left behind. And it isn't necessarily because of the talent of the individuals but because they're hammering away at a crappy pipeline.
IGN: In terms of game development, what is the difference between artistry and good graphics? Is there one?
John Passfield: I personally think that a really important thing is, and this is coming from a background in comics, is consistency. Look at something like The Simpsons and Matt Groening's style in something like 'Life is Hell' - you wouldn't compare it with something like Todd McFarlane's stuff and think, 'oh, that looks like crap'. He has a consistent style and it's recognisable.
Morgan Jaffit: Simple things work well. Strong art direction is absolutely key. Gears does look fantastic, but it also has really strong art direction - if it didn't have that strong art direction, it wouldn't be garnering the attention that it has. Look at a title like Resistance: Fall of Man on PS3 - it doesn't have particularly strong art direction, and hasn't really made the same impact. From a technical perspective, it's very comparable to Gears of War. So why isn't it garnering the same attention? It comes down to the art direction. It looks like everything else.
I can see Steve Balmer right now practicing a new line: "Artists, Artists, Artists! Artists, Arstists, Artists! ..." I thought the comment about asset tools was pretty telling (ie the focus from the big guys seems to be on engineering tools) and is where stuff like UE3 falls into the market. I wonder if MS or Sony will invest heavily in the creation content workflow for next gen. Will we see a buyout of companies like Epic for this purpose?
IGN: The Wii bowed out of the graphical race, whereas the Xbox 360 and PS3 have roughly comparable power. Are the difference in platform capabilities forcing your team to lean towards strictly next-gen style games?
Morgan Jaffit: If we were to do a Wii title, we would want to take absolute advantage of the Wii's abilities. Likewise, if we were to do an Xbox 360 title then we would want to make it as strong graphically as a 360 title can be. But we'd also want to make it something that could easily be ported to the PS3, and vice versa. In our perspective those are very similarly linked SKUs. Particularly when you're looking at a game with a 15 million dollar budget, we would want to be able to make it work on both.
If you look at the on-paper specs, the PS3 doesn't have this mythical, untapped reservoir of power. There's been a lot of talk about that, but it doesn't seem to be there. I have yet to see the evidence of this. It's always hard, a generation out - I'm not suggesting it won't happen, though.
I think it's interesting, in this age of high definition, that a TV's standard definition is 640 x 480 - and it looks real. So what are we doing wrong? The answer is very complex and goes into a bunch of things; but there's no theoretical reason why we shouldn't be making realistic games in 640 x 480.
The 640x480 comment is something John Carmack has stated before. I guess there are always tradeoffs and sometimes you can get a feature cheaper (e.g. resolution) than increased fidelity in fewer pixels. But I wish MS (and Sony?) had left the door open for developers to make this decision.
IGN: Has improved graphics technology and HD resolutions aided the quality of the gameplay in current games?
Morgan Jaffit: I can't think of a game idea I couldn't do because I couldn't make it look good enough. I can't think of a Hollywood film concept that couldn't be delivered at our current graphical level. It's not that I don't think we can use that extra power to make better games - that's not what I'm saying. But I think things look good enough to deliver any game concept.
And for this reason, and the important one tools and art, that we may see next gen be a little less technology focused as some have suggested on the forums. If upcoming games like Crysis are an indication (not that it is an end all, be all) we may be approaching a point where pushing the hardware limits in design may not aid the central goal of design. But then again the consoles last a while, and if the scaling of returns slows down some maybe packing it in tight again would be the right move to plan for something like a 7 year generation (i.e. more untapped potential). I wouldn't be surprised if MS and Sony took different directions next next gen, at least until a time where we begin to see stuff like realtime GI which could be a big help to the design workflow.