I'll grant I haven't been on the front line of level design, so perhaps they are experiences that throw up unexpected problems, but there's definitely room for improvement.
You think that no-one at any of the game studios has ever thought about this?
Everyone's aware of these problems, they're just incredibly complex and properly solving them is usually out of the budget of nearly everyone. Sometimes movies get enough money to solve it with VFX, but then a movie shot has fixed camera position and movement...
Each tiny improvement is a step in the right direction. Or would you abandon any progress that isn't a giant leap forwards? If you were at Intel, would you have stopped research into MLAA because it was imperfect and could never offer a solution comparable to supersampling?
I never said nor implied they were too stupid. They had limited options and limited understanding.
The content creation side has costs so massive associated with it that the research into tools and methods is several orders of magnitude bigger than post AA. You cannot compare these two classes of problems at all.
And I've always been critical of these clever blur filters anyway - I see the need for compromises regarding performance, but this is still too much for me.
Or are you saying that Massive's procedural solutions help take some of the work off the artists and increase the variety of content producible for a given budget?
I'm saying that your impression of Massive's procedural abilities is wrong and probably way beyond of what the tool can actually do. Besides, Massive is about making the characters themselves move, it can't do anything beyond that. The army variation tool (called Orc Builder) wasn't part of Massive, and again, the vast majority of the work wasn't the tool, but all the assets that the tool had to combine together.
But it is enough to stop him looking like an identical clone! Again, I'm not expecting a perfect solution. Just an improvement.
It will be just as artifical as if they were the same character slightly distorted - and in many cases even worse, as the forced variety ruins the otherwise good looking assets.
You also have no idea how complicated it is just to fit the same single piece of clothing onto different body proportions. I've been through such problems and it's always a lot more work than anyone would estimate. And games still haven't started cloth simulations yet!
For other objects and characters we aren't so sensitive, so a goblin base character with a variety of displacements and costume pieces will look like different goblins and only require a few models to achieve more variation than currently having to model discrete characters.
Trust me on this one, please. Doing crowds that look neither completely identical nor totally stupid is incredibly hard and will require a lot of actual asset variation. Mixing them together is the smallest and easiest part, even I could write scripts to do that. But it takes many many man-months to build everything that you want to mix together.
And just changing colors and sizes won't matter, such differences don't make the results register as unique characters at all.
Now you're starting to think about approaches and solutions, instead of just giving up. This is the beginnings of progress.
Again - we've done a lot of this stuff and
I know just how hard it is
from experience. I've had a lot of nice theories and expectations before we actually started production, too...
All we gamers need next-gen is less repetition, and the developers need cheaper asset production to achieve that. Isn't procedurally assisted content the only real answer to that?
This is an assumption that's wrong. People do have an instinctive sense for this stuff and good art direction is almost always appreciated and provides an advantage. Developers of COD-type games won't scale back on quality just for the sake of more variation because variation on its own is far less important for the audience. Most people playing their game wouldn't ever notice it.
When it is an important element then they will spend enough to realize it. Eve Online, and Brink as well, has a lot of these variations, but even there the characters are ultimately very, very similar because of cost issues. Just as you can't be a fat Shepard in ME either.
Please try to understand that your thinking isn't ahead of the curve at all, everyone involved in such tasks has faced such challenges and spent considerable effort on finding solutions for many years now. But the problem is very complex, and sometimes it's either too expensive to solve it (compared to the gains), or there isn't any solution at all. It's not that we're against tools to help us in our work and give us time to focus on the more important and exciting parts...