Primarily, texture size has increased, texture count has increased, audio quality has increased, and the amount of audio files in a game has also typically increased.
Its not really a deadlines or optimization problem. Compression always decreases fidelity, and many developers choose to compress as little as possible in order to achieve the highest fidelity. Since RAM and storage capacities have increased, the compromise of compressing everything at a great sacrifice to fidelity is not as obvious of a tradeoff anymore. Developers don’t have to choose between voicing an entire game with nearly unintelligible voice compression or only voicing important cutscenes. They can voice the entire game with minimal compression at the cost of a bigger install size, which is free for developers.
Konami really on their way to actively ruin more Silent Hill projects? Konami’s meddling in the development of the SH games after 2 is what turned Team Silent away from Konami, why do they think making another in-house studio that they control is going to be any different?
I mean, that quote just described game design for fun games though. A game that is fun will be addictive, but not in the same way gambling is. To most people, gambling isn’t fun. The act of sitting at a machine and repeatedly pressing the same button or pulling the same lever is not fun. The same repeated graphics are not fun. Repeatedly losing money? Also not fun. But, the prospect of winning big is exciting. This feeling, the desire to feel like you traded a small value for a large value and won big, greed, is exploited in many modern games.
A fun game presents a challenge, something just difficult enough for you to not steamroll it, but not so difficult that you want to quit the game. A fun game gives players rewards to incentivize them to keep playing, and generally, the best games reward players with better items or further level progress or additional story content. The reward never comes from the player spending real world money, but rather the time the player has spent in the game, or achieving some task, or being highly skilled. This is fun game design, and fun is addictive by design.
A game that exploits greed typically does so in ways that are hidden at a surface level. Generally, mechanics that are obfusicated from the player which involve rewards such as loot boxes that are purchased with a premium currency, this is the most obvious. Nobody blinks an eye if a blue uniform for your army guy is 400 crystals, because you can buy a pack of 200 crystals that gives you an extra 250 for free for $5 on your first purchase. But show that the blue uniform is $11, and people will complain. And I mean, yeah. Its the color blue. But now there is a problem. You have 50 crystals left. But nothing in the store is 50 crystals. Not to worry, you can buy another pack that gives you 550 more for only $10. So you buy it and get that cool golden scope that cost 350 crystals. But now you have a problem. You have 150 crystals left, and nothing in the store is… Wait, what is this? Lucky Chance? I can spend 10 crystals for the chance to get a legendary golden uniform? 0.01% drop rate? Yeah, I will just try 15 times. I didnt get it, but now the second pull costs me 15? No, Im good. But now what do I do with 140 crystals? You can see where this goes.
Also, the developers add a notification icon to the store page that doesn’t go away unless you click on something in the store. This is one of the big differences between a game that is fun and a game that exploits greed to make it feel like fun.
I dont like Sony and its still good that he’s going.
Shifting Sony to GaaS, way overpaying to acquire Bungie, and his comments on classic games are exactly the people that need to not be in leading positions at companies.
Well I don’t know how long the GTAV script is, but A Girl Who Chants Love At the Bound Of This World: YU-NO came out in like, 1996 and its script has ~1,300,000 words in it.
That’s more words than Mass Effect 1-3’s scripts combined.
That’s about 100,000 words less than the combined scripts of the entire Metal Gear Solid series excluding MGS5.
And YUNO was made by like, 25 or less people I think. At a time when making computer games was not so easy. They didn’t have the tools that make game development easy like we do these days, they mostly had to write their own software and had to deal with a lot of hardware limitations.
Effort to make good games these days has actually gone down a lot. There is really no excuse to have such a massive budget and still release a bug ridden, unfinished mess.
Even if it does, thats still too much money. How much money did Hollow Knight spend on marketing? Or what about Terraria? Or Minecraft pre-buyout? How much was spent on marketing for games like Deep Rock Galactic? I can guess probably less than $100 million each. Maybe even less than $10 million.
It depends. AoE2 Organ Guns, in a group of at least 10, will obliterate basically everything in their path, but alone theyre not too menacing to anything other than vils.
Any Scrin unit from C&C Tiberium Wars, because that faction was overpowered.