this post was submitted on 14 Jun 2023
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Gaming

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[–] mint@beehaw.org 105 points 2 years ago (3 children)

i want shorter games with worse graphics made by people who are paid more to work less and i'm not kidding

[–] storksforlegs@beehaw.org 19 points 2 years ago* (last edited 2 years ago) (1 children)

Same. Be cool if there was some kind of "ethically made, fair hours and wages for workers" seal of approval for games.

[–] sarsaparilyptus@beehaw.org 5 points 2 years ago (3 children)

We already have that, it's called FOSS.

Facetiousness aside, I really don't think there are any commercially released games that fit the bill.

[–] rejoyce@infosec.pub 7 points 2 years ago (1 children)

I don't think the whole "free labour" part of FOSS fits the "fair wage" requirement though :')

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[–] storksforlegs@beehaw.org 4 points 2 years ago

I dont know, a number of Indie studios could probably qualify.

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[–] communist@beehaw.org 68 points 2 years ago (3 children)

This seems like this is going to be heavily counteracted by better engines, and AI generation.

I wonder how it'll play out though.

[–] Skelectus@suppo.fi 30 points 2 years ago (2 children)

I think so too. The process of content creation will become more efficient. I hope it will allow companies to try new and weird things with less risk.

[–] communist@beehaw.org 33 points 2 years ago (2 children)

It'll at the very least make indie studios capable of insane things.

[–] Skelectus@suppo.fi 14 points 2 years ago

That also. I've been keeping an eye on this kind of technology for my one person projects.

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[–] Kushan@beehaw.org 26 points 2 years ago (4 children)

I think this has always been the case, though. Engines haven't just suddenly got better, they've been getting better and better for decades now. Some of those improvements give you features "out of the box" that you used to have to implement yourself. One of the reasons Unity became so popular with smaller developers is because it lets you focus on building your game - most of the tech is there, you've got an asset store for additional models, plugins, etc. so save you time but ultimately making a (good) game still takes time. Making a game is a very iterative process and a lot of the quality of a game these days is less to do with developing the engine and more to develop the mechanics of the game itself - the way your characters move, the responsiveness of the controls, the UI layout and so on. All of that stuff is hard to be given to you by an Engine, because it's specific to your game.

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[–] jcg@halubilo.social 30 points 2 years ago (3 children)

Who is setting this standard? Is the general gaming population really upset if the graphics of the new CoD or sportsgame iteration is not hyperrealistic?z

[–] Lols@lemmy.world 18 points 2 years ago (2 children)

this, i despise the focus on polygon and texture counts so goddamn much

games from a decade ago are still popular and still look good, can we please just focus on performance and actual mechanics

[–] query@lemmy.world 10 points 2 years ago (1 children)

And story/worldbuilding.

I don't want a game of a movie of a book, but I like when there are reasons behind the actions and choices.

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[–] communist@beehaw.org 9 points 2 years ago (1 children)

Eh, I think we're about to hit complete photorealism on those things without it mattering at all anyway

What we really need is easier access to assets.

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[–] Master@lemmy.world 16 points 2 years ago (4 children)

I want more games like valheim. Could care less about the graphic HD quality. Just give me a good game that looks good enough I can forget about my actual life for a while.

[–] academician@lemmy.world 16 points 2 years ago (1 children)

Valheim took 4 years to make.

I work in gamedev. Even with simple graphics, making a successful game generally takes a lot of time to make. It's not just graphics. Design, writing, QA, art, console compliance, and a huge amount of engineering effort especially in multiplayer games. It takes time to get right. And we've all seen what happens when "AAA" games are released before they're ready just because a bean counter said they had to.

The blockbuster hits with simple graphics that a solo dev made in a few months are the exception, not the rule.

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[–] mauri9998@lemmy.world 12 points 2 years ago (3 children)

I know, Tears of the Kingdom the most graphically intensive game of all time took 6 years to make. I bet they could have cranked out that bad boy out in like 3 years if they had just used the same graphics as Breath of the Wild

[–] Ralphensnitch@lemmy.world 7 points 2 years ago

I suspect a lot of the development time was qa. A game that relies on physics takes a lot of work to get right, and an open world makes it way more open to things that go wrong.

[–] Katana314@lemmy.world 7 points 2 years ago (2 children)

The time sink was probably in prototyping for new ideas to serve as the core of the game, then in generating content that would be considered innovative and fun for people to use that core with. Games are often a moving target where they need to try things that don’t work before finding ideas that will last.

[–] mauri9998@lemmy.world 7 points 2 years ago

Meaning that graphics really are not the reason for why games have such long development cycles at all.

[–] Crow@lemmy.world 4 points 2 years ago

They took an entire year for just polishing up the game. I’m sure everything else took great time too lol.

[–] chris2112@lemmy.world 4 points 2 years ago

I believe they also said they spent a year on final gameplay tweaks alone before releasing; TotK is a great example of why we shouldn't be mad when a game is delayed again in again

[–] thegameoverguy@lemmy.world 26 points 2 years ago (2 children)

I just want to know why everything has to be open world today. It seems like developers are just constantly increasing scope and making games almost too big now.

[–] Lund3@beehaw.org 16 points 2 years ago

I can assure you it's not the developers changing the scope...

[–] bigpphaver@lemmy.fmhy.ml 4 points 2 years ago (1 children)

Easier level design. I wouldn't be surprised if 99% of open world games just had their landscape generated and then slightly tweaked afterwards.

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[–] Lols@lemmy.world 19 points 2 years ago (2 children)

we all know this is nonsense, right? like, the development cycles have gotten so long because theyve just decided that its better that way

[–] nivenkos@lemmy.world 13 points 2 years ago (4 children)

I'd rather have a long development cycle but deeper, more substantive games.

This isn't anything new - the "Megagames" were famous for having crazily long development times for the era. And some of those went on to be very well received like Ultima VII, Ultima Underworld, Daggerfall, Baldur's Gate, etc. - I remember Baldur's Gate advertising the "90 man-years" required to create it and same for Daggerfall for the (procedurally-filled) map "the size of Great Britain".

There are plenty of companies with short turn-around times, but they make mediocre games.

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[–] dinodrinkstea@beehaw.org 15 points 2 years ago

So they will crunch developers more, pay them less and/or replace some of them with AI crap. That's why i only play indie gamesor put on my skull and crossbones patterned hat

[–] nivenkos@lemmy.world 13 points 2 years ago (2 children)

I wish more games would release their engines and tooling as FOSS like id Software used to back in the day. It'd make it easier for games to build on top of one another like mods do.

Maybe Godot and Bevy, etc. will become good enough for full AAA-level games one day. It's nice that Blender is pretty much already there for modelling and animation.

But it's crazy how much great work gets thrown away when games are cancelled or code is lost.

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[–] PrivateNoob@sopuli.xyz 12 points 2 years ago (1 children)

Tbf we are already reaching diminishing returns with exponentially increasing the complexity of the game graphics (Polygon count) for some years now. For example, NFS Most Wanted 2012 still looks gorgeous to me to this day.

[–] Omega_Jimes 15 points 2 years ago (7 children)

Style > Graphical fidelity If a game has good style and design, it's amazing how well it can hold up.

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[–] oryx@lemmy.world 10 points 2 years ago (6 children)

This isn't really news anymore, and it's not exclusive to Microsoft studios. Many games come to mind, notably GTA/RDR off the top of my head (outside the obvious Bethesda titles, since everyone's more focused on them right now). GTA is also extremely close to the ten year mark between titles; RDR2 was eight years. These big, open world games have constantly been getting larger and taking more time to make for ages now.

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[–] dojan@lemmy.world 9 points 2 years ago

Longer game development cycles for big-budget games are here to stay

Good! I’m sick to death of games being announced years before development starts, only for the company to crap out some half assed thing because they ran out of time.

Take the time that’s needed to make a good game.

[–] henry_rowengartner@lemmy.world 9 points 2 years ago* (last edited 2 years ago)

I just assumed that AAA are going to be online-only and jammed with macro-transactions.

COUGH Fallout76 COUGH GTA-Online

Cheers -Henry

[–] croobat@lemmy.world 9 points 2 years ago (1 children)

We are getting to a point where development cycles are getting longer than some consoles lifetimes.

[–] Stovetop@lemmy.ml 4 points 2 years ago

GTA5 and TES5 were the two most popular games of the PS3/360 generation.

Despite that, there were no new Elder Scrolls or Grand Theft Auto games released for the entire 7 years that the PS4/XB1 generation lasted.

By the time Elder Scrolls 6 is out, baby Dovahkiin will probably be old enough to vote and die for his country.

[–] FantasticFox@lemmy.world 8 points 2 years ago (3 children)

I prefer quality over quantity, especially given the number of studios that are out there.

But if this just means we wait 7 years to get a Redfall, yeah.. no..

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[–] other_world@lemmy.ml 7 points 2 years ago (6 children)

It was over a long time ago for me when I realized that most AAA games were all the same. Might as well wait until they're $20 anyway.

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[–] OdinoThePine@feddit.it 4 points 2 years ago

Yet they're the ones making a new flight simulator while everyone was expecting them to stick to the current one and make it better over time for at least 10 years (as Microsoft said)

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