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As for 1, maybe they also gotta to understand that not every game need to have “you can count the wrinkles on every fly on the butt of your super realistic horse” level of detail.
Popularity of games like Minecraft would suggest players don’t really care about ultra graphics that much if you just make a fun game. The art style should be good, but it doesn’t have to be graphically demanding.
Valheim is another example where less is more. The textures are pixalated but the lighting, colors, basic designs are all evocative and convey enough to recognize everything in the game. I find it more immersion than a highly detailed design where the imperfections catch my eye.
You won’t hear arguments from me on that, but it’s still a problem that happens along a spectrum as you scale graphics up, too.
I want shorter games with worse graphics made by people who are paid more to work less and I’m not kidding.
They’re just like Hollywood blockbuster execs. They’d rather one game that copies what they’ve identified as popular from other games and media to formulate a game that can make hundreds of millions in profit if not into the billions rather making a bunch of smaller games that can make smaller profits. Single to double digit million dollar profits. It’d take a large amount of smaller hits that they can’t imagine managing to accomplish to equal the profit of one mega hit so go big or go home. Unless you’re Nintendo, they churn out smaller games and they have a brand/game identity that people generally don’t seem to be let down from. They’re consistent
Go from the summer blockbuster equivalent holiday AAA graphics bonanza game where the rest of the year was filled out with cheaper bets to any month is a month for a blockbuster/AAA game. Well, graphics don’t sell games like they used to so you get these multi hundred million dollar budget games struggling to sell any better than AAA games made in 2007 that were made with a fraction of the modern AAA team size and made in like a third of the time to development
Yeah this seems a fair summary, although I think the question more accurately should be “Why do AAA games now take 6+ years to make?”
There are plenty of smaller and indie games that don’t take 6 years. There are also plenty of smaller and indie games that do take 6+ years but for somewhat different reasons.
Coordinating large groups of people is hard to do. As teams get larger they can do more work technically, but this also requires endless meetings and requirements discussions to keep everyone on the same page
So far, Jason is batting 1000 with his YouTube channel.