I can't tell if you're being sarcastic, but if you're not - that's 100% bullshit.Putting actual time and effort in making games in 2018? Doesn't exist sorry.
Minimum research time for a thread should be at least 3 minutes
Most software development is like that. It's how software development works.Other than schooling, could you ever imagine dedicating your life for multiple years to create one game? Even filming on a set is only for a few months, and the rest of the year and a half is just tinkering around in studios. These games become their lives for 3 years and that blows my mind. It's borderline unhealthy imo. I know the argument is you need time in the industry to create quality, but I would honestly just rather see a year and a half cycle so these people don't end up consumed by the work.
Unfortunately there's a veneration of long development cycles. A lot of people look at Half-Life 2's 6 year development cycle and see it as Valve's pursuit of perfection, when it was just plain poor project management and a lack of a cohesive vision for the game for about four years of that time. Similarly, Rockstar supposedly spending 8 years on RDR2 is seen as an example to aspire to, and not a symptom of something severely wrong with their production pipelines where hard working employees burn out working long hours on stuff that doesn't even make it into the final game because it gets tossed out and redone due to a lack of communication/coordination. (Imagine being the guys/gals who did all the cutscene camera work and blocking before the Housers decided that they wanted the game to be in 2.35:1 widescreen. Hundreds/thousands of hours of work having to be redone because it wasn't planned properly ahead of time.)In general, I think we should actually be examining how production pipelines can be simplified to release games sooner rather than making a stipulation on how long they should take.
The concept of 2/3 teams working on videogame sequels in rotation to keep things fresh and also deliver a new game every year seems very difficult for a lot of people to understand.
In my opinion,for a 60$ AAA game development time should be at least 3 years. Games that are made sooner than that just feel unfinished and more as DLC than a proper sequel. For example Assassin's Creed Odyssey,Battlefield 5.They are decent games but feels more like they just changed environment,story and made a couple of tweaks and they sell it for 60$+.No brand new features,animatons,HUD,AI etc.Battlefield 5 can easily pass as 20-30$ DLC for Battlefield 1.
2 years just isn't enough to make a proper sequel nonetheless brand new IP,not to mention 1 year(assassin's creed/cod)
At least two hours!
Microtransactions and the like are the publishers' choice more often than not, if not always. Games as a service aren't bad things either, it just depends on the implementation.They failed us first, microtransactions, lootboxes, GAAS, online only, gambling to children.
Microtransactions and the like are the publishers' choice more often than not, if not always. Games as a service aren't bad things either, it just depends on the implementation.
Ubi seem to handle international development on a scale rarely seen in the industry. Most of their major releases have one or two main teams working on them. Most AC have one lead studio, while FC5 was split between Montreal and Toronto, but then there's this small army of studios across the world tasked with content creation. FC5 had a four year development cycle, so it was in development at the same time that FC: Primal was, but likely Toronto was working on FC5 while Montreal were working on Primal and once Primal was done they joined again. Occasionally the smaller studios get to make a game of their own, like Ubisoft Sofia making AC: Rogue -- which is why Rogue's soundtrack was by wonderful Sofian musician Elitsa Alexandrova. I wish Ubisoft would create more games like this. Allow individual studios around the world to leave their cultural fingerprint upon a game.2/3 teams? Plebs, Ubisoft used 5-6 teams for Origins/ Odyssey and FC5
They failed us first, microtransactions, lootboxes, GAAS, online only, gambling to children.
Close-mindedness, perhaps. GaaS? Nah.
This garbage ass mindset is a cancer that needs to die
I dunno why, I love GaaS, getting more of my fav game is awesome!I think "gamers with no clue telling developers what to do" came loooooong before any of that ;) And I still don't understand why games-as-Service is supposed to be bad, but maybe that is one of Era's big secrets.
Ubi seem to handle international development on a scale rarely seen in the industry. Most of their major releases have one or two main teams working on them. Most AC have one lead studio, while FC5 was split between Montreal and Toronto, but then there's this small army of studios across the world tasked with content creation. FC5 had a four year development cycle, so it was in development at the same time that FC: Primal was, but likely Toronto was working on FC5 while Montreal were working on Primal and once Primal was done they joined again. Occasionally the smaller studios get to make a game of their own, like Ubisoft Sofia making AC: Rogue -- which is why Rogue's soundtrack was by wonderful Sofian musician Elitsa Alexandrova.
But it seems like the demands of AAA game development have forced them to get increasingly all hands on deck with more recent games. But they seem to adjusting. Skull and Bones is by Ubisoft Singapore, for example.
I remember seeing a map of AC: Origins showing how different Ubisoft studios in different countries handled different parts of the map. I imagine it's the same with Far Cry 5. There was probably an entire studio somewhere in Europe devoted to the hunting and fishing mechanics, Each of the three regions likely had a support studio attached to it, working to give each region a unique flavour.
With you there. I'd much rather have a game that's constantly updated and supported with new content than a game that is just... Out and done and that's it.I dunno why, I love GaaS, getting more of my fav game is awesome!
I dunno why, I love GaaS, getting more of my fav game is awesome!
They failed us first, microtransactions, lootboxes, GAAS, online only, gambling to children.
So, in your mind, gamers buying a game once and then continuously getting new content for that game they bought (very often either completely free or being able to unlock it through playing) is bad, but having to constantly buy a new game for 60$ is good for the player? .
Battlefield 5 can easily pass as 20-30$ DLC for Battlefield 1.
Assassin's Creed Odyssey They are decent games but feels more like they just changed environment,story and made a couple of tweaks and they sell it for 60$+.No brand new features,animatons,HUD,AI etc.
Did you just forget the fact that Activision has 3 studios on cod games?In my opinion,for a 60$ AAA game development time should be at least 3 years. Games that are made sooner than that just feel unfinished and more as DLC than a proper sequel. For example Assassin's Creed Odyssey,Battlefield 5.They are decent games but feels more like they just changed environment,story and made a couple of tweaks and they sell it for 60$+.No brand new features,animatons,HUD,AI etc.Battlefield 5 can easily pass as 20-30$ DLC for Battlefield 1.
2 years just isn't enough to make a proper sequel nonetheless brand new IP,not to mention 1 year(assassin's creed/cod)
So, in your mind, gamers buying a game once and then continuously getting new content for that game they bought (very often either completely free or being able to unlock it through playing) is bad, but having to constantly buy a new game for 60$ is good for the player? Or is another case of people having a very limited concept of what Games-as-a-Service is and not understanding that likely half of their favourite games also do it (like Witcher 3, as an example).
A few years ago, people got (rightfully) angry when a game was released and straight away abandoned to work on the sequel. Now people get angry when you keep working on and improving a game. What a time to be alive!