this post was submitted on 14 Jun 2023
164 points (100.0% liked)

Gaming

30573 readers
295 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 29 points 1 year 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

[–] [email protected] 19 points 1 year 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

[–] [email protected] 9 points 1 year 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.

[–] [email protected] 0 points 1 year ago

I want to upvote this twice

[–] [email protected] 9 points 1 year 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.

[–] [email protected] 1 points 1 year ago

Photogrametry has pretty much secured photorealistic baked-in effects without any additional computational power. Just by using real photos (especially 3D scan photos) you cut out mapping, toning, and forming (all together a 1hr+ process) all in one step. That, coupled with modern engine lighting and an eye for what makes things "real" and you get that one bodycam footage game that everyone was jaw-dropped about.

[–] [email protected] 14 points 1 year 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

[–] [email protected] 6 points 1 year 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.

[–] [email protected] 8 points 1 year ago

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

[–] [email protected] 3 points 1 year ago

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

[–] [email protected] 6 points 1 year 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.

[–] [email protected] 5 points 1 year 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

[–] [email protected] 11 points 1 year ago (2 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.

[–] [email protected] 13 points 1 year 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.

[–] [email protected] 4 points 1 year ago

Exactly. I've been working for several years in the industry and the most time consuming part of the development is not graphics; it's design (in all shapes) + implementation + iteration until all is polished and the game is good no matter how it looks.

[–] [email protected] 6 points 1 year ago (1 children)

Same. I really appreciate the hyperrealistic, amazing graphics of stuff like Cyberpunk 2077 don't get me wrong, but I would be more than happy to accept a game with even like Half-Life 1 levels of graphics as long as it has amazing gameplay and story and lots of real hand-crafted content. Obviously, you can have both (CP2077 again!) but you have to really pay for that, and I'd be okay with those games being rarer and having more games like I described.

[–] [email protected] 5 points 1 year ago

I personally don't appreciate it. As someone who has always worked on a budget-mid tier PC, I find that "high end" graphics just means "don't download". They tend to perform terribly regardless of the quality I set and they tend to look really bad with the quality dropped; compared to games that intentionally have low res textures and simpler game engines, which look and perform much better.

I like games that are more focused on providing me with new mechanics to learn and overcome. I like puzzles. I like strategy (e.g. RimWorld).

Cyberpunk is also a good example because it was all flash and no substance. It ran terribly and had nothing new to provide to the gaming world. I liked it a bit, but downloaded dozens of gigs just to get bored in an hour or two was not super fun. I often am comparing memory usage to how many hours I've put in a game. CS:GO, RimWorld, CitySkylines, etc are all relatively much smaller in total size and yet I've poured days into them. I just feel like at a certain point, these AAA titles are just spending money on design because they don't have the patience to value mechanics. So we end up with 100GB of textures and a re-roll of the same classic mechanics we've been playing for a decade.