IHaveHugeNick
Arcane
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- Apr 5, 2015
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On the plus side maybe this gives us a shot for Ziets-led Wasteland 4.
The idea still applies exactly the same. Each individual developer(programmer or not) contributes far less in AAA teams than a single developer in a small team. Call it whatever you want: cost of communication, overhead, corporate bureaucracy, ...This is from the 70s though. Software development has slightly changed since then (even since 1995 when the 3rd edition was published). I doubt an extra programmer would've helped DW Bradley push out Wizardry 6 any faster, but the idea that a game on the scope of Cyberpunk 2077 or Starfield would take the same amount of time regardless of manpower is absurd.Manhours isn't any better.Talking about years in development instead of total man hours is kind of dumb. No kidding Underrail took 7 years to make when it was one guy doing everything.
https://en.wikipedia.org/wiki/The_Mythical_Man-Month
The Wall is currently rampaging through this thread and I'm going to go cry into an American flag while watching 1980's Radio Shack commercials.Why are people forgeting all technological advantages that Devs today have and Devs 20 years ago didn't have, that this disparity doesn't exist? It's like getting to the Moon. You were able to do it back when computing power of entire NASA was lesser then today's iPhone. How? Answer is simple. Total Societal Decline
...But that's not true at all though?No one's arguing that there isn't a loss of individual productivity as you ramp up in team size, that's pretty self-evident. They're just saying that in 1995 a game could be made with 1 environmental artist because they only had to make ~ 200 assets and the complexity was relatively low. Expecting that same artist to be able to handle ~5000 assets with a much higher degree of complexity all in the same time frame is stupid though.
Brought about largely by graphics-whores.Total Societal Decline
Brought about largely by graphics-whores.Total Societal Decline
Kingdom Come is European SkyrimWhere is American Kingdom Come?
Out of curiosity, what would be an example of "small scale" RPG? Could you name a specific title from the past? It'd help giving a better picture.An RPG that isn't small scale [...]
Because the same artist capable of producing an Oblivion asset can most likely make something higher quality in less time.Very much agreed. Why modern indies either chace 70s 2bit graphics or try to outshine latest AAA? Make games on Fallout 3/ Skyrim graphical level. No need to have better graphics for your first game. Have better art style
...But that's not true at all though?No one's arguing that there isn't a loss of individual productivity as you ramp up in team size, that's pretty self-evident. They're just saying that in 1995 a game could be made with 1 environmental artist because they only had to make ~ 200 assets and the complexity was relatively low. Expecting that same artist to be able to handle ~5000 assets with a much higher degree of complexity all in the same time frame is stupid though.
Making assets has gotten far easier, not harder.
Artists never had an issue making those "complex" assets, the problem was always working around technical constraints put on them. DCC tools have massively matured since 1995 to the point where they're unrecognizable. UV unwrapping a model in '95 was an all day process, now you just click a button and maybe tweak it a bit afterwards. Textures? Get drawing by hand, son. Now you just pop open substance or similar... and that's if we're pretending artists ignore the thousands of free, ready-made materials they can just import.
Ask a modern 3D character modeler how he'd feel about making characters by pushing vertices rather than digital sculpting(with auto-retopo!) sometime.
This. Deep Rock Galactic is low poly, but it only adds charm to the game, because the developers knew how to make it work to their advantage and the game itself is the best co-op game I've seen since Left 4 Dead.What indies need to do is stop worrying about "modern standards" and stop being shackled by nostalgia. Take advantage of the new tools, but choose an art style and game scope commensurate with the amount of time and energy your team actually has. We need to stop being afraid of "low poly" assets, "short" games, etc.
Wizardry 1? It's small scale, not saying it was easy to make, btw.Out of curiosity, what would be an example of "small scale" RPG? Could you name a specific title from the past? It'd help giving a better picture.An RPG that isn't small scale [...]
It works well for simple objects, but complex ones needs to be adjusted by hand.UV unwrapping a model in '95 was an all day process, now you just click a button and maybe tweak it a bit afterwards
Implying that using substance designer does not involve skills or time.Textures? Get drawing by hand, son. Now you just pop open substance or similar.
Which does not include everything you want and using them may make your game look like an asset flip?nd that's if we're pretending artists ignore the thousands of free, ready-made materials they can just import
Digital sculpt a house for us Rusty. Sculpting works best for organic objects, you can't sculpt everything. It also involve a lot of polygons and automating simplification of sculpted models doesn't' always produce the best results.Ask a modern 3D character modeler how he'd feel about making characters by pushing vertices rather than digital sculpting(with auto-retopo!) sometime.
Works perfectly fine nearly all the time if you've used any modern UV unwrapping tools.It works well for simple objects, but complex ones needs to be adjusted by hand.
Significantly less time than doing it by hand.Implying that using substance designer does not involve skills or time.
Why would materials make your game look like an asset flip? Do you know what a material is?Which does not include everything you want and using them may make your game look like an asset flip?
I'd use the hard surface modeling tools which have advanced greatly since '95 too. But what would I know, I've only been doing it in my spare time for about 20 years now and have gotten to watch the technology advance firsthand, directly contributed to Blender many times, etc.,Digital sculpt a house for us Rusty.
Again, what year is it?and automating simplification of sculpted models doesn't' always produce the best results.
https://digimancygames.com/news/companyupdatejune2022
Digimancy Company Update – June 2022
It’s 2022… two and a half years after Digimancy first came into being… and I probably should have written something like this sooner.
Since this is our first news update for Digimancy Entertainment, I thought I’d talk about the origins of the studio and what our team is trying to build.
The seeds for what would become Digimancy Entertainment were planted back in 2017. At the time, I had been in the games industry for about sixteen years and had gotten to know Kevin Saunders while working together on Neverwinter Nights 2: Mask of the Betrayer and again on Torment: Tides of Numenera. We were joined on Torment by our fellow co-founder, Steve Dobos, who was Torment’s lead engineer and had worked with Kevin years before.
As a team with complementary talents, we recognized that we had a partnership founded on mutual trust and respect, and we believed that by working together, we could build a game studio that would be dedicated to making the games we love most - narrative-focused RPGs.
But “narrative-focused” can mean a lot of different things to different people, so what does it mean to us?
Most importantly, it means we’re a narrative-first studio. When we design our games, we start with a story or character experience. Then we develop game systems to bring our narrative elements to life. The opposite approach is more common in the games industry… and sometimes systems and narrative are developed separately, under the assumption that certain systems (e.g., combat) need to be in every RPG. However, we think a narrative-first perspective can lead to more innovative and immersive games and mechanics.
For us, player choice is inherently tied to narrative games. Many of our team members are rooted in the tabletop tradition, where story isn’t just a linear script – it’s a give-and-take between the storyteller and the players. No medium besides games can easily achieve that, and we want player choices to have real, game-changing consequences in our RPGs.
We also want to transport players to new and original worlds and evoke a sense of wonder and discovery. My own best experiences with games were the ones that introduced me to unfamiliar settings where I felt like a stranger in a strange land. In the best cases, all the elements of the game worked together to transport me to a different reality. That’s what we want our games to do, especially the ones developed for our own internal IPs.
As a studio, we’ve had our ups and downs. At the end of 2021, our publisher-funded project was cancelled. This isn’t uncommon in the industry, but it’s never a fun experience for a team that pours its creative heart into a game.
Nevertheless, we’re still here and hard at work on new things. One of those projects is our own internal RPG, a single-player game set in an original IP. Our team is also developing pitches for new RPGs and RPG-adjacent games. Strong pitches can come from anyone on the Digimancy team. We encourage all our team members to develop a pitch or contribute to someone else’s.We’re collaborating on a couple projects with other studios too, and we’re continuing to look for development partnerships with publishers and IP holders who might be interested in working with our experienced team of RPG devs.
As soon as we can share more about the games we’re making, we will. In the meantime, I want to thank our industry allies, mentors, and partners, as well as our friends, family, and fans. Our journey is just beginning, and we’re happy to have you with us.
we could build a game studio that would be dedicated to making the games we love most - narrative-focused RPGs.
and sometimes systems and narrative are developed separately, under the assumption that certain systems (e.g., combat) need to be in every RPG. However, we think a narrative-first perspective can lead to more innovative and immersive games and mechanics.
Dude... it's just the fact that they had/have ESO still going and people are still paying/playing it. As a business model, it's much better to focus on a steady income stream, than something that resembles a leapfrog.Why are people forgeting all technological advantages that Devs today have and Devs 20 years ago didn't have, that this disparity doesn't exist? It's like getting to the Moon. You were able to do it back when computing power of entire NASA was lesser then today's iPhone. How? Answer is simple. Total Societal Decline
Ghoulishness about a dev studio run by a guy who's a good person and has made at least one truly great game (MOTB) strikes me as bad form. Hard to make games, especially if you're not trying to follow a cookie-cutter mold, which I don't think George is.
What was last good cRPG or just RPG to come out of America? Pillars 2, four years ago?
UnderrailWake me up when that great eastern block RPG comes along.