- Joined
- Nov 15, 2021
No Man's Sky was obviously going to be bad. Anyone who fell for it was a sucker. It was okay after a couple years of updates, but still one of the slowest-moving experiences I ever played. It's barely even a game, really, just sort of a trippy experience to zone out in (I don't have enough years of my life left to spend on that kind of thing, though).
It's not just tools; it's people. Sure, you can't build an animate a professional-quality model using the tools id had to make Quake. But you also can't build and animate a bunch of models up to modern standards without spending far more on artists and animators than id did.
Publishers look at what sells. Below a certain level of investment, you just can't hit a certain tier of sales, and unfortunately, that level of investment keeps going up. There are unicorns like Minecraft, but that's the exception.
I think that's a pretty extreme exaggeration. Development costs have certainly gone up, but so has the efficiency of the development tools available. You couldn't develop an in-house engine and 100 hours of sprawling open-ended gameplay on a moderate budget, but the fact that not every game needs to be that is exactly my point.
It's not just tools; it's people. Sure, you can't build an animate a professional-quality model using the tools id had to make Quake. But you also can't build and animate a bunch of models up to modern standards without spending far more on artists and animators than id did.
And I don't think players know what they want from developers until it's presented to them - that's been clearly demonstrated time and time again.
Publishers look at what sells. Below a certain level of investment, you just can't hit a certain tier of sales, and unfortunately, that level of investment keeps going up. There are unicorns like Minecraft, but that's the exception.