MetalCraze
Arcane
http://www.warhorsestudios.cz/index.php?page=blog&entry=blog_007
You just need to have people who play them developing them.
You just need to have people who play them developing them.
It's always a good idea to summarize what long ass articles are about ( or at least quote the important parts ) when you link to them. Some of us are busy here. I can't and don't want to read 157 lines of text about how to make AAA games cheap. I like to know about it, I'm interested. I just don't want to read the whole fucking article. Thanks.
Any hobo can make a AAA game. It's all about AAAA games now.
Here's what I always wondered. Why would you ever want more than one writer for a game? So things can seem choppy and inconsistent and nonsensical? Hey we really need a fat housewife who writers gay porn on the team, that will make the next game better.A script for a two hour movie has 120 pages. At the speed of three pages a day I can write it in two months and rewrite it completely 6 times within a year.
Bingo. Any developer with some experience can churn out a game in a year, but making a game that is free from major issues, outstanding bugs and glitches, and is actually fun to play is a very different question - heck, even small things, like getting the heads of characters to move properly in a scripted sequence, or animations to transition smoothly, require tons and tons of effort that players only notice if something goes wrong. Call of Duty without the polish and tweaking plays like... well, like Fallout 3's shooting.One thing I'd also like to point out, is that a huge percentage of people involved in any software development project - and this is even more true for games - will be the QA people. Polish (and I don't mean potato juice) on a complex piece of software costs A LOT of money and time. Even in the smallest of indie projects - AoD - Vince and co have spent most of the past year tweaking and polishing stuff. Incidentally, this is the one useful service publishers provide - they have extensive and experienced QA departments.
That's why the triple-A industry frankly invented expansion packs and downloadable content, because that's what gives half the team something to do while the rest of the team is making the next game.
Console assets are forever stuck in 2004/2005. Graphics doesn't change but games became shorter. At the same time teams grew.sea said:High-quality art assets take an incredibly long time to create.
I dunno. Call of Duty (for example) has hundreds of unique character models and pieces, hundreds of gun models (first person and third person, mods on weapons, etc.), tens of thousands of models for environment art, etc. Every gun, piece of clothing, hairstyle = new high-detail model and texture that takes longer to create than it used to, because you can't get away with sticking a few boxes together anymore. Same goes for say, destructible environments, dismemberment, and so on. Modern console assets may not be much higher quality in terms of texture resolution and polygon count, but asset streaming systems mean they have far more variety than they used to, which requires far more base artwork - can't get away with tiling 2 textures over and over anymore.They produce 2 times less assets of the same quality than 7 years ago but have two times bigger teams than 7 years ago.
This is 2/3rds of the article . I agree. More proof is what people make for free;On one hand, the headcounts on development teams for AAA games are ridiculously excessive. Windows 7, which is as large a software project as one can currently imagine, had roughly a thousand people working on it. So, why the fuck does Assassin's Creed 2 need 450? What exactly is it about Epic Mickey 2 that requires the attention of nearly 200 people? There's no way this is appropriate, given the quality and breadth of the games.
yes but raw work here means production assets and making sure the interactive cutscene train isn't derailed while the player follows the onscreen instructions with his thumbsticks, i.e. out of the player's hands one track bullshit like the truman show of gamesA single 15 minute sequence in Call of Duty has more raw work effort poured into it than most RPGs have in 6+ hours of gameplay.
There's a reason why modern games play so smoothly, have such good UIs and controls, cameras that don't get stuck on walls etc. - it's because they've been tweaked to oblivion just as long as the game was in development.
Not really the best of comparisons as D9 is up there with shitty movies along with Transformers. Never saw Transformers 2 as I had enough of derp with 1. Also D9 had a tiny budget compared to Transformers and its massive ad campaign.District 9 - 30 Million
Transformers 2 - 200 Million
tweaked to oblivion you say
yeah for this example tell me how much of this tweaking went to the famously broken ps3 port or pc ui and hilarious memetastic bugs
and what about the famous Crysis 2 barricade with a zillion tesselated polygons
come on bro I don't think good polish or recognising that a camera needs work is a reason that studios spend as much money these days as you like to think, it's all about the makework and bloated asset pool
in closing I feel the point of the article is to
1) point out the diminishing returns associated with AAA budgets
2) how good knowledge of what needs to be done to make a complete game without the chaff can reduce even the requirements of something that equals the 'enjoyment' of AAA and cost far less
Take into account that the Witcher 2 used cheap labour from the labour camp of European Union.Witcher 2 - 8-14 Million
Skyrim - 100 Million (estimated)
Kingdoms of Amalur + Copernicus MMO - 50-100 Million
Apparently polishing everything to a high degree of shine and no rough edges anywhere costs tens of millions of dollars.
From the stories I have heard about crunch time at big development studios I can't quite imagine how would you do 200% of that without dying. No disputing the working for potatoes part though.Take into account that the Witcher 2 used cheap labour from the labour camp of European Union.Witcher 2 - 8-14 Million
Skyrim - 100 Million (estimated)
Kingdoms of Amalur + Copernicus MMO - 50-100 Million
Apparently polishing everything to a high degree of shine and no rough edges anywhere costs tens of millions of dollars.
It's very easy to have a small budget when you have workers doing 200% of the norm for 1/4 of the money.