Ive heard too damn many gamers think they can design games, think they even have a clue about game design, or even level design. The amount of work, the amount of numbers behind something so simple.
Ill use it from a non gameplay perspective first(cause it seems that gameplay is the farthest thing on most gamers minds these days)
People complain about graphics, physics, animations, lighting, and everything in damn between.
First off, let's come up with something, lets say a room with a lamp and a guy that walks around.
So let's think about this. We have to model the guy. So you model him in 3d studio max(or maya). Then you export that model into Zbrush, and you detail him, creating normal maps parallax maps, or whatever new technique to cheat lighting effects. Next you texture him on an enormous 2048x2048 texture or 4096x4096. UV map him to append the texture to the model. Then you got make sure everything is appended on the polygon. Then you rig it in your game engine then animate it doing key-frames, and blah blah blah blah
Essentially the amount of work just to get this guy in game to your satisfaction takes a damn long time and a damn lot of money.
That's not even covering the lighting, or the programming, or playtesting.
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Now let's move onto gameplay, Stop throwing two ideas together, it doesn't make good games. You know what separates the GREAT GAMES from the good ones. Simple stuff like deciding how long Kratos has to attack with his blades to both be pleasurable and fluid for both gameplay and visuals. The real quality of great game comes out in the fluidity of it's gameplay, how they feel, how many milliseconds before each bullet. How fast the rocket moves, how much, or how little smoke happens during a bazooka shot. Every single thing in the game you are playing someone made conscience decision about. The tiny shit makes the game, yet you never see people discuss this when they speak of games, cause they don't even see it happening.
Making a good game isn't throwing shit together. It takes work, money, brilliance, and coordination.
I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.
Ill use it from a non gameplay perspective first(cause it seems that gameplay is the farthest thing on most gamers minds these days)
People complain about graphics, physics, animations, lighting, and everything in damn between.
First off, let's come up with something, lets say a room with a lamp and a guy that walks around.
So let's think about this. We have to model the guy. So you model him in 3d studio max(or maya). Then you export that model into Zbrush, and you detail him, creating normal maps parallax maps, or whatever new technique to cheat lighting effects. Next you texture him on an enormous 2048x2048 texture or 4096x4096. UV map him to append the texture to the model. Then you got make sure everything is appended on the polygon. Then you rig it in your game engine then animate it doing key-frames, and blah blah blah blah
Essentially the amount of work just to get this guy in game to your satisfaction takes a damn long time and a damn lot of money.
That's not even covering the lighting, or the programming, or playtesting.
__________________________________________________
Now let's move onto gameplay, Stop throwing two ideas together, it doesn't make good games. You know what separates the GREAT GAMES from the good ones. Simple stuff like deciding how long Kratos has to attack with his blades to both be pleasurable and fluid for both gameplay and visuals. The real quality of great game comes out in the fluidity of it's gameplay, how they feel, how many milliseconds before each bullet. How fast the rocket moves, how much, or how little smoke happens during a bazooka shot. Every single thing in the game you are playing someone made conscience decision about. The tiny shit makes the game, yet you never see people discuss this when they speak of games, cause they don't even see it happening.
Making a good game isn't throwing shit together. It takes work, money, brilliance, and coordination.
I have a simple funny thought Agent 47, His tie in Blood money, probably cost thousands of dollars to simply decide if it should sway or not.