Thunder Monkey said:One portion of asset creation is already ready for extremely high specifications. Models. Taking depth, normals, and specular from an insanely high poly model and applying that to a "low" poly model.
You guys don't seem to realize they'll likely do something similar anyway. Too many polygons opens up a huge range of issues we have yet to deal with.
But again, that's just one portion of asset creation. You don't think costs will skyrocket when someone is making a 12,000x12,000 pixel texture? Just so every rock in an environment looks individualistic?
There's a reason Pixar movies cost $100 million to make. And that's for 2-3 hours of content. Spread that over a 20 hour game.
So much this.
I don't want next-gen to provide cinema like empty shell games, nor do I need to shell 400 for a new box to get slightly more optimized games.
Software more than ever has to scale to the grandeur of the projected hardware designs.
Or we're gonna get glorified quick-time events movie from major publishers.