velvitonator
Discord ID: 249747320915230720
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I've just seen his stuff shared among designers and non-designers alike a lot as normative
It's thoughtful, but also really easy to just use as a justification for your own weak design skills
There's that in spades in the industry
True, but it always feel like a lot of other industries have more...checks on that
Or at least damage mitigation
More cheaply failed?
That's the sort of thing I mean
I think it's more to do with it being art vs. directly useful
I have lots of friends in software stuff where they can narrow down what's working and what's not pretty easily
"Fun" is...a lot fuzzier
If you're in that market, anyway; I'm not sure what your average F2P mobile game optimizes for is "fun"
Yeah, but that has known methods that are _relatively_ cheap to investigate
e.g. A/B testing
IMO games are just too expensive to produce
And that will have to change sooner or later
At least for the AAA open-world stuff
No, genuinely expensive
There's a lot of content that you might think is semi-automated
And it often is, but just...minimally
I think the rule of thumb is that about half the budget goes to marketing
But that's also because when you try to do less you sink
(broadly speaking)
Graphics itself isn't expensive per se
High-res texture and models, and the tech to render them efficiently, are pretty well-known
It's just too much is done manually
Although that's changing some, e.g. textures are often built with Substance these days
Which procedurally generates PBR-grade textures
Animations are still really manual
As is modeling
I think you could do a lot more than is currently done
A lot of the animator's/modeler's time is not really spent on the unique flavor
It's mostly the rote work
Motion Detection = motion capture?
Mo-cap also has a lot of manual effort
Capture quality is usually too shitty, so a high-level animator will usually spend quite a bit of time cleaning them up to be useful
Yeah, my impression is the motivation is more the quality over the cost
I've seen some animators crank out really nice stuff fairly quickly, though
Yeah, there are a lot of...interesting incentives around that
For example
The suits holding the purse?
Usually not players
Normally they watch someone else play
So visuals go a long way to persuading them to keep paying the studio
Also, budgets could likely not go down by as much as half
Maybe 20%
But TBH I'm not that familiar with a particular breakdown
@tritrium Is this the vertex streaming stuff or the traditional skinned way?
I'd quibble with the breakdown past visuals, but to there it sounds about right
Well, it's also not all "visuals"
A lot of animation is intimately tied to gameplay
Though in practice cinematics are still disproportionately expensive
I think people don't know how to react to demos anymore
That's been replaced by early access, TBH
I don't disagree, but it is a rock and a hard place
If they don't sell they can't be made
Some studios do that
Sunset Overdrive came about that way, but Spider-Man did not
Typically, yes
It's the "30 seconds of fun"
People sometimes forget the part where you have to duplicate that for 20 hours
TBH, I'd say part of the problem is that studios _don't_ really do that anymore
Not the AAA guys, anyway
The talk there is usually about "set pieces"
Engagement is a huge thing nowdays
Partly because of the huge budgets
My ordeal is that I honestly like high-end graphics and big worlds
Hence, my mission is to make that stuff cheaper
I think part of it is that we're right on the edge of the uncanny valley
Like, if you took your high-end renderer and animations systems and stuff
And used it to do less
Things would actually look worse than if you had a shittier renderer or animation system
I think smaller studios usually don't get it either, though
They either want to make Uncharted or whatever their favorite NES game was
Most of the small handful of small studios I _do_ know that are trying something else tend to be full of expat veterans from some large studio
And that sometimes has associated baggage
I _am_ a big fan of Dark Souls
It's never clear what exactly they spend money on
More DkS for me!
Dirty secret: that's every enemy in video games
Yeah, they're not that scripted
You have to learn its weaknesses relative to your build
And how you deal with a particular move on the boss can vary a lot on your gear and spec
For some, it's better to dodge
For others, it's better to take the damage
For still others, maybe you dodge in a particular direction
You also only have to repeat when you're doing badly
If you're doing well against a new boss, you're likely figuring out how it works
I think it was generally thought of as a satisfactory tide-over
You'd probably have ot restrict that to RPGs
I have fond memories of e.g. Metroid Prime bosses
But the necessary principles there are really different
Enemy design generally
Most enemies are always designed with deliberate spaces for them to be vulnerable to the player
You can also do the inverse
Attack until it's dangerous
This is the only place I can vent and get any sympathy
This appeared in my FB today from an old high-school friend
```Like, I guarantee you so many largely-not-shitty people are willing to write off that NPC bullshit as "brah it's just a joke."
No, it itsn't a fucking joke. It's an insidious idea couched in GaMeR lingo to appear innocuous and normalize the idea that anyone who gives a shit for lones than a brief moment is an idiot.
Just because something seems absurd at a glance doesn't mean it's a joke. These people seriously believe that people who support progressive ideas are sub-human - don't let them convince you otherwise```
How do people get to the place where they honestly believe that the NPC meme is an insidious plot to murder progressives?
I'd honestly like to know the mechanics involved
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