Twenty7KVN
Member
Damn devs are already closing down or laying people off 7 years into this console cycle.If this is true some devs won't make it past the launch of these consoles.
Welp, I fear for Japanese developers next-gen. Good luck Capcom, Namco and S-E.
That would actually be pretty expensive as well.
Sprites aren't really cheaper. It's just 2D games are typically shorter and have fewer assets.Let's just go back to sprites
Damn devs are already closing down or laying people off 7 years into this console cycle.If this is true some devs won't make it past the launch of this consoles.
Good thing we have kickstarter.
So basically we should be prepared for less Mirrors Edge type games and more cover based shooters. Which absolutely sucks.
But...but....but....the money. We need it.
I really hate hearing devs playing the woe is us card. Adapt to the market and realize that you're not going to sell five million units. If you have to sell an absurd number of games to be profitable, then you deserve to fail.
In the event of a movie studio like arrangement, where there are only a few big publishers, who do you see as being the publishers? (of course this is all just for fun). Personal list:
Dead Man said:Better doesn't have to equal more polygons though.
I think Nintendo might benefit from all this next-gen, the lower-cost of development might entice smaller dev houses.
No, it just requires MORE WORK. Which takes time and money.
They thought that *last* gen, to be fair. Although hopefully now smaller dev houses are a little more careful about where they focus their efforts.
Add in SE and Namco Bandai for Japan IMO, SE's got Eidos and DQ to fall back on even if "Square" development is in a rut and Namco Bandai has good worldwide operations, lots of captive licences with forgiving fanbases, and extremely strong nongame operations to push the kind of cashflow needed to risk making big titles.
Anyone familiar enough with Europe to make guesses there?
Are you implying Mirrors Edge did not look good? It's one of the finest looking games out there.
For all this talk about how the industry should simply learn to budget their games better, I'm surprised that apparently doing that and developing for a low-power option like the Wii U are mutually exclusive choices for those people.
Well, I probably shouldn't be.
No, it just requires MORE WORK. Which takes time and money.
So basically EA, Ubisoft, and Activision (CoD) will be able to afford to budget their games next generation!
I'm fully embracing this inevitable video game crash
Namco Bandai though? I honestly just don't see them being relevant going forward. Even now their input, while by no means horrible, is very slim. Soul Calibur and Ridge Racer are two games which I don't see surviving next gen. There is definitely still a fighting market but the amount of titles released will probably dwindle with the increase in budgets. Capcom will probably remain the pinnacle in that arena. I'm not sure how successful Ridge Racer is anymore but the only way I see it making it is if Namco truly tries to recreate the franchise. The handheld entries have been abysmal and are tarnishing its name. There is simply no possible way in my mind Pac-Man will ever make a comeback.
There is no way the business model for this industry is sustainable for the next 10 years, either their is going to be a crash or something seriously has to change for the industry to survive.
So basically EA, Ubisoft, and Activision (CoD) will be able to afford to budget their games next generation!
Inevitable? It's already pretty much over. This is like a cruise ship sinking into a cemetery.
"I'm having to double my budget for models," said one developer working on a sequel to an earlier title that appeared on Xbox 360 and PS3. "If we want to take advantage of Durango's capabilities it takes a lot more time for each model."
http://www.cnbc.com/id/31331241/The_Next_Generation_of_Gaming_Consoles
PlayStation 3 typically costs between $20 million and $30 million. (Games for the Wii typically cost much less to create, due to the system’s less than cutting-edge components.)
Next generation, estimates Guillemot, top tier games will likely average $60 million to make.
The crash of the early '80s didn't end gaming. It was alive and well on computers and in the arcades.
If we were to see another crash I'd expect mobile gaming, and Nintendo to still be standing tall.
It's re-birthing because the middle tier market has never been more inviting. You no longer need a major publisher to break into this. If you're talented and have a great idea, there's tons of money to be had with the Digital Publishing systems. We're entering a golden age in this regard. But people don't like change. And they like sequels. They just have to change where they do their shopping and accept it's a new wave of IPs from new developers. This isn't a bad thing. New blood is good.
The retail dev to self-publish on steam jump breaks even for a $60 game at around $15, but the self-publisher to publish on steam jump breaks even around $30.
It's re-birthing because the middle tier market has never been more inviting. You no longer need a major publisher to break into this. If you're talented and have a great idea, there's tons of money to be had with the Digital Publishing systems. We're entering a golden age in this regard. But people don't like change. And they like sequels. They just have to change where they do their shopping and accept it's a new wave of IPs from new developers. This isn't a bad thing. New blood is good.
So true and yet why isn't there a.. like a 3d model depot?
How many different ashtrays and soda cans and brick walls etc. does there need to be?
I mean you see EAWare using royalty free images for Tali, something they just googled, copy pasted done. Why isn't there an extensive 3d model depot yet where devs can just grab a model and be done with it?
It seems to me like there just has to be an easier way to do this stuff but they're making it hard on themselves. Custom textures, sure they'd have to be made as needed, but just picking a model up out of a repository or hell even scanning one from a real object, there just has to be a better way.
Even with animations why can't they just go the LA Noir route instead of handcrafting all that stuff?
You don't need a major publisher to get your title available, but you do need some significant backing to market it. Freeloading on Valve's promotion of their store works, but there's only so many slots for that.
It's also not anywhere near as appealing a move for a former low-tier publisher. The retail dev to self-publish on steam jump breaks even for a $60 game at around $15, but the self-publisher to publish on steam jump breaks even around $30.
I can only talk about the pipeline in the last gen and the very start of this one before I left the industry. I was also only a coder, but I was aware of the modelling side (usually through telling artists that their model needed the polycount halved or it was never going to work).You're a game asset maker?
Do we have some AAA game title modelers here that could talk about their pipeline on current gens.
I believe we had three tiers of model:So far i know is that they mostly Start with the highress model bake all the detail/info into textures and make a low res model that will use those detailed/info textures.
I have seen some folks start with a low res model.
But you see, there is a problem here as well, as costs go up the middle tier market will also be expensive to create for as well. Right now it roughly costs 5 mil just to make a game for xbla and devlopers are having trouble finding the money to make games, what do you think is going to happen when it costs 10 mil just to make games in the middle tier market?
The problem is the cost of making games is rising exponentially while the sales of games only rises steadily.
haha well playedI predict that AAA game budgets will get so large that only the five richest kings of Europe will be able to fund them.
what
I have no idea what you're implying there. Price * volume is what determines the break even point. If a self-publisher is charging 30 dollars for his game, he ain't making money because people aren't touching it at that price.
And as for publicity and marketing, only the AAA games get any marketing now-a-days anyways. If you're not the AAA games, you need to go viral. That's just the way of the world... retail or DD.
Well, damn. I'm a complete layman here, so I just have to take every developer by his word.I make video games. I don't have any information on any theoretical future platforms, however I do have intimate familiarity with models and budgets (technical or financial) and having an increased vertex count (GPUs don't care about polygons, count vertices if you want to actually have a number that means something) makes things generally easier, and a few things somewhat more difficult. I'd say it's a net time win overall.
Normal mapping relies on having polygons in the right places, with the right smoothing groups, the right UV seams in the right areas, with the right projection cage, all these little things. It's a pain to have to massage and tweak these assets because our limited performance budgets this generation make every polygon face count so we spend a lot of time noodling to fix common artifacts. Many of these artifacts (rippling normals, seams, projection errors) are ameliorated by simply throwing more vertices at the problem. Also, things like facial deformation and proper loop and edge flow of a 3d model of a head get a lot better if you have the verts to spend to make everything perfect. For hard surface modeling (Guns, tanks, robots), often times we have to remove extra chamfers or smoothing geometry on models because they don't fit in the budget, those could theoretically stay which speeds us up and increases quality.
Animators have fewer artifacts to work around, so they are faster. Modelers have fewer nitpicks and bugs to fix so they speed up. Adding verts is easy, taking them away in clever ways to retain silhouette while still baking great normals is a pain.
Rigging organic characters probably gets slower, maybe significantly so (more bones in the skeleton, more verts to wrangle, probably more things that react to physics like hair or cloth, etc), but we will build better tools for that problem, and do clever things like share unified geometry across characters to save time. Rigging mechanical stuff will stay about the same-ish timewise I'd guess.
If we get more texture memory next generation, then texturing could get slower, however if lighting and shading becomes more realistic due to increased processing power, then we actually paint less detail into our textures overall, which means texturing actually gets faster even though the texture sizes go up.
Environment art modeling should generally get faster since you can throw more vertices at common problems, not to mention having generally increased budgets for things like textures (to create variety) and pixel shaders (to do fancy tricks which make assets look more integrated into the world, or to procedurally generate content) means that stuff should actually get a bit easier or stay roughly the same, time wise. The expectation of more fully realized worlds could cause a strain on straight up overall productivity so studios might need larger departments here to compensate. Most will outsource more of the easy stuff and do the same amount of hard stuff in house.
Particle effects work will get generally slower and more expensive, probably, and will need more manpower. Good tools can help this. Teams will probably generally need more technical artists as well.
I say bring on the increased power, we'll generally speed up because of it. We are already speeding up as this generation goes on due to better tools like Zbrush alongside better pipelines to make everything streamlined and efficient. Budgets go up for all kinds of different reasons, but calling out asset production I don't think really paints a meaningful picture of why and won't likely be a massive contributor. it's player expectations and overall polish level that will be the drivers there.
To answer the below question about pipeline, we start with a high polygon model, make a low polygon approximation of that model which retains important silhouette, and then bake the details from the high down to the low using normal maps. Often time we also make a second or third lower resolution level-of-detail model which gets displayed only when you're very far away.