Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 7,055
All this talk and not one mention of graphics. That is the core driving factor of increased time/labor and costs, and ultimately the decline, objectively.
Also there's no way Nightdive could have accomplished what they have in the same dev time as Looking Glass, mismanaged or not, unless they had a significantly larger team. Early 90s graphics and level of detail was very simple. SS1 is a floor/wall/ceiling texture often repeated, a few sprites thrown in for deco, primitive lighting effects, a few animated textures consisting of up to 5 frames, and that's it. Updating that to the standard they have is a lot of work.
Late 90s/early 00s was the graphical sweet spot to look appealing and show detail; to represent what it is supposed to represent, without going insane on the time and costs (note games here were already multi-million dollar projects), going further than that is why we are in a permanent state of decline, forever relying on indie devs and small studios to feed us new content. Game dev is ridiculously laborious and expensive, exponentially with increasingly higher levels of graphical fidelity.
Also there's no way Nightdive could have accomplished what they have in the same dev time as Looking Glass, mismanaged or not, unless they had a significantly larger team. Early 90s graphics and level of detail was very simple. SS1 is a floor/wall/ceiling texture often repeated, a few sprites thrown in for deco, primitive lighting effects, a few animated textures consisting of up to 5 frames, and that's it. Updating that to the standard they have is a lot of work.
Late 90s/early 00s was the graphical sweet spot to look appealing and show detail; to represent what it is supposed to represent, without going insane on the time and costs (note games here were already multi-million dollar projects), going further than that is why we are in a permanent state of decline, forever relying on indie devs and small studios to feed us new content. Game dev is ridiculously laborious and expensive, exponentially with increasingly higher levels of graphical fidelity.
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