VonBrewskie said:
Anton P. Nym said:
Irridium said:
Feel this picture is appropriate:
Not sure what's sadder, the fact that FPS's have basically become hallways, or that I can run that DOOM map with my eyes closed...
To be fair, the map on the left cost as many man-hours to create as perhaps half-way to the first cutscene on the map of the right. In this case it's not a matter of simplifying to appeal to the masses, but of how graphically-intense today's 3D games are.
-- Steve
Fair point. I think that the hallway games with epic cutscenes miss the forest for the trees. Nowadays we either get hallways shooters, or sandbox shooters. Very little left in the middle. I wonder though, about the point you made about the Doom map being less graphically intense. For the machines it ran on, wasn't it still difficult to program those kinds of games? In other words, I remember it took a good long time for Doom 2 to come out. Almost as long as it took for MW2 to come out, yeah? I don't know. I'm really asking.
Yeah, Doom (and to a lesser extent, Doom 2) are amazing feats of programming skill, but most of the work in creating a game isn't programming, especially not for modern games.
It's the art.
Artists outnumber just about every other member of a modern development team. And, if I've understood certain recent discussions correctly, in terms of workload we are now at the worst possible point in history for developing artwork for use in games;
The hardware is quite powerful, but not powerful enough to allow the use of any arbitrary design without careful optimization.
In the past, technical limitations were so large that artists needed to keep their designs so simple and low detail that the lack of detail stopped it from taking forever.
Now, just about anything can be designed, but an artist will spend much more time on fine-tuning stuff so the game will run as fast as it can, than on actually creating the overall graphical content itself.
Like... Maybe adjusting the placement of a tree slightly so it obscures your view just a tiny bit...
Or removing detail from spots nobody will be likely to get close to...
Lots of little fiddly things that have to be tested over and over.