Mustawd
Guest
Going from this thread though, people apparently dig this stuff so maybe it really is just a question of art direction and not cut corners. Every other game has that flat stylized look nowdays so I guess there's appeal. ((Everything is shit))I mean we know that Obsidian has the ability to create PoE level graphics. If a lack of (or lower resources compared with PoE) is not at fault what do you think is? We've already seen how limited resources can affect PoE (i.e. a lot of the writing was only given a cursory review). Don't you think something as simple as two or three additional contract writers could have helped that situation? Just like maybe a few more artists on contract (not long term employment) could have probably raised the level of the environment art.
Like MrE said, I imagine the resources aren't allocated on the project but across all Obsidian projects. Say Paradox pays them 8 Million, it's not 8 Million to spend with Tranny but 8 million that goes towards keeping the entire operation running, and they allocate just enough people that is necessary to meet deadlines.Part of it can be time crunches, yes. But I find this idea that a pool of finite resources doesn't matter as quite strange a thing. It gets odder when you consider that you might want to make decisions on where to allocate extra resources. Art? Writers? Game testers?
I dunno. Let's try a thought experiment: If Tranny was going to be at the level of art of say, KOTC, then it makes sense that the budget for game testers, writers, or anything else not related to art would be a much bigger piece of the pie. Or are you saying that the individual game's scope in art, writing, and gameplay don't play any part in the game's resources?