![]() |
Re: SE5 screenshots ugly?
I would estimate at least 50% of the development money for SE:V was spent on graphics related items. The remainder of the money probably was used to keep Aaron fed and sheltered. http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: SE5 screenshots ugly?
Quote:
Quote:
Quote:
Quote:
Quote:
Developers of games like Space Empires and Mount&Blade, low-budget, 1-2 man projects, manage to create far more entertaining and featureful games than uncountable high-budget games. That tells me someone is better at placing their resources than others, and those others usually seem to be the mass-appeal companies that coincidently also happen to have top of the line graphics in their games. Put it this way, presented with the choice of having access to the games of the 90's or those of today's market, I'd not even need to consider it. And it has nothing with fanboyism to do at all, but everything to do with actually appreaciating good games. |
Re: SE5 screenshots ugly?
Forget about the money; time is the relevant factor. Fancy graphics engines require programming time to make. Gameplay features require programming time to make. There is a limited amount of man-hours available. More time put into fancy graphics engines means less time for gameplay features. The textures and sounds and even models can be made by non-programmers, but it takes a hell of a lot of time to design and program a smooth 3d engine; orders of magnitude more than a 2d engine. Where the company is willing to invest time is the issue. Some can devote enough to both parts, some (eg: most console developers) devote too much to graphics and not enough to gameplay, and some probably devote too much to gameplay and not enough to graphics.
And as you said Graeme, you can't just keep throwing more programmers at the task and get increased productivity. While you can certainly benefit from more if you only have 1 or 2 (1 person doesn't have to make the entire game engine and graphics engine), productivity comes with an inverted parabolic curve. |
Re: SE5 screenshots ugly?
Of course, but there's the fact that tons of developers buy someone else's engine and do minimal work on it themselves so it fits their game. Anyway, it still comes down to a question about money/resources, because the more money you have, "the more time you have", as you don't need to rush out the game to cover your expenses.
|
Re: SE5 screenshots ugly?
Well, if they need more money, I'm sure they could have arranged 'pre-orders'... but havent seen that call. I guess they are content with the progress they are making... Are they making progress?
|
Re: SE5 screenshots ugly?
Quote:
Quote:
I see people complaining that developers sacrifice gameplay for graphics, which completely misses the point. If a game doesn't have good gameplay, then blame the lead designer, not the graphics, because spending less time on the graphics won't change anything if your designer can't make a fun game in the first place. |
Re: SE5 screenshots ugly?
Quote:
While many designers do program, that doesn't make all programmers designers. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
SE4 has gameplay and usability issues that will always keep it from being a great game unless they are addressed. The balance is absolutely horrendous, with entire swathes of technology completely ignored by any competent player. It's modding alone that makes SE4 worth playing. The user interface is atrocious. There's absolutely no way, for example, to send a specific colony ship to a specific planet from the planet colonization screen. The UI doesn't even remember if somebody has already colonized a planet when you can't see the system. If you want to scrap a facility and build a new one, you have to select the planet from the map, scrap the facility, then reselect the planet from the map, go to the build queue, then add the facility. The list of every construction queue tells you absolutely nothing about where the shipyards are located. So, if you have a hundred or so shipyards, and want to build something at a specific one, you have to go around to each individually and check them every turn to see if they have finished their last project. You can add multiple items at once, but there's no way to turn off the repeat build function without clicking individually on every shipyard. Nor is there any way to build only a single turn's worth of units in multiple shipyards at once. Quote:
Quote:
Quote:
|
Re: SE5 screenshots ugly?
ten hours of entertainment is almost always more than enough for customer satisfaction.
10 hours, $10 sounds right. To me, $50 for a game that only gives 10 hours of entertainment is ludicrous. Note that there is absolutely no requirement for innovation for a game to be considered a good game. I strongly disagree. |
Re: SE5 screenshots ugly?
I can name a game, Civ4. The only thing moving to 3d did for it was to balloon the system requirements. I've spent countless hours playing Civ1/Civ2/Civ3/Smac and it was time well spent. I played Civ4 up until the first patch and shelved it. It was buggy, lagged too much (especially on large maps) and just didn't feel as fun as previous Civ games. In fact, the more I played Civ4, the more I really felt like playing SMAC/X, which I still play.
|
Re: SE5 screenshots ugly?
What you're promoting here is game design by committee.
One of the greatest games of all time(subjectively, as with everything else), Fallout, used a total of 14 designers, numbers from Mobygames. Baldur's Gate 2 used 8 total. On any given day, thousands of people make posts to gaming forums that copy the opinions of other people so that they will feel accepted by the other denizens. If I wanted to feel accepted, wouldn't I be agreeing with you? Someone had to come up with those opinions too. Couldn't I be one of them? Or would that be too inconvenient for your arguements? An unlimited list of features will take an unlimited amount of time to complete. Trying to implement every single feature you might initially want means that you will never release your finished product. And putting alot of your resources and time into graphics means you will have a very short list of features indeed. What is wrong with that list of features you just presented? Nothing, if you want to make just another clone to milk some cash out of the market. In other words, it's good for the guys selling it, but bad for the customers. "Bad how", you ask, "They're getting a game they can enjoy for 10 hours!". Well, it's not really bad by itself. But do some comparing. Baldur's Gate 2 offers, what, 100-200 hours of play to finish it, depending on play style? Add to that the ability to create different character, have a different party, do the quests another way, etc. Then take your regular Joe First Person Shooter with shiny graphics. You play through it in 5-10 hours, someday you might even go through it again , so you get 10-20 hours out of the box. Now, one would think the price difference between these games would be huge, since they offer such widely different amounts of content. So, is it? No. You pay the same, but what you get can't even be compared. Who says that they aren't? There's no benefit in adding features to a game just for the sake of adding features. Of course not. It's about adding features for the sake of gameplay and depth, a missing concept in today's games. So what's wrong with the length of HL2? It's too short. Heck, even Deus Ex, a game that has *far* more gameplay elements and features than Half-Life 2, was over twice as long as it, and even more enjoyable to play. Why don't you present some actual examples of games where the stall and diminish then. TES Oblivion, Age of Empires 3, Civ4, Deus Ex 2, Might & Magic 9, Heroes of M&M 5, the unlimited amount of Doom clones, not to mention the C&C clones, etc. Now, of course, you wont agree with that at all, because if you did we wouldn't even be having this discussion. So let me just say that I think all these games have been 'victim' of one or more of the following, you don't, and let's leave it at that: dumbing down for mass appeal, lack of innovation, too much focus on graphics, console conversion, lack of vision( i.e. just want to make a game that sell, no passion behind it). The strategic layer of Mount and Blade is little more than a simplified version of Pirates!, a game first released in 1993 "Note that there is absolutely no requirement for innovation for a game to be considered a good game." As for SEIV, to me it's already a great game: far greater than uncountable high-budget ones. The modding part of the game is a feature that definitely helps keep it fresh, but the best part of the game is the crazy number of gameplay features it offers, compared to any other game in the genre. you might want to go play some Autoduel. You must think it's one of the best games ever. Never tried it. I regularly play oldies, though. For instance the adventure games from Lucas Arts, Pizza Tycoon, X-com, Daggerfall, Imperialism, Capitalism, Reunion, System Shock, and many more. You do have access to the games of the nineties. Nevermind my point that games from the 90's blow the water out of today's. Or are you going to tell me next that Dune 2 is a better game that Rise of Legends because the graphics are worse in Dune 2. If I was gonna tell you Dune 2 was a better game, graphics wouldn't even enter in to the post. That's how much I care about them. There's two things that enter in. Gameplay and atmosphere/feeling. Now, graphics does enter in on that last point, but not the technical quality of it, but rather what mood it creates, how it fits the game, how it works with the music, etc. Daggerfall, for instance, is one of the most immersive games I know of( much thanks to the music), even though the graphics were considered average 10 years ago. |
All times are GMT -4. The time now is 08:35 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.