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Should they do that?

  • Yes

    Votes: 415 54.5%
  • No

    Votes: 347 45.5%

  • Total voters
    762

Griever

Member
Oct 27, 2017
114
Hard no from me. Whose to say there should be a limit. Delays etc. Never bothered me either. Even some mobile games strive to get better graphically with new tech.
 

SweetBellic

Member
Oct 28, 2017
4,427
Absolutely. The "Oh my fucking God! Graphics!" approach is directly responsible for the homogenization and lack of innovation in the AA - AAA space.
Oh please. If anything a "yes" vote ITT is a vote for homogenization. There's plenty of room in the AAA space for both games that push high fidelity graphics and games that opt for a more stylized aesthetic.
 

giapel

Member
Oct 28, 2017
4,609
As people already said, it's not just about graphics. Everything takes time and effort and in the end costs money.
I bet Fortnite takes a lot of people working a lot of hours to keep ticking like it does and it's not exactly a looker.
 

WolfeTone

Member
Oct 25, 2017
612
I'd rather have more games in the AA and below space. I'd be happy with 2010 level of graphical fidelity. Indie games have shown that you can deliver amazing experiences on a much lower budget. Rather than developers spending years working their employees to the bone to deliver graphical showcases, I'd prefer to see scaled back games produced in a more ethical way. I don't think game quality would diminish for me personally.
 
Jul 30, 2019
205
Vancouver
I don't play many AAA games but when I do I enjoy the high fidelity spectacle. I would be sad to see that go away. I understand the argument for a healthy working environment but I imagine that has way more to do with investors, publishers, and management than if a game design is pursuing bleeding edge tech or not.
 

CaviarMeths

Avenger
Oct 25, 2017
10,655
Western Canada
Of course, but I've been thinking that for long time now. The graphics arms race is by far the least interesting thing going on in game development for as long as I can remember.
 
Oct 29, 2017
13,548
Only because of crunch culture.

Otherwise you can already get more creative titles everywhere, It would be silly to wait for AAA to stagnate in the area they contribute towards the industry, which is one you cannot pursue without the resources.

There is already a situation where you can have your cake and eat it too, but crunch time does exist because of it.
 
Oct 29, 2017
13,548
Nope. Supergiant games are very high on artstyle and simple in graphical fidelity. Those games will look beautiful forever.

On the other hand COD games are high on graphical fidelity and simple on artstyle and they will look ugly within a decade.
Overall COD is a very consistent franchises in terms of art direction. And in a good way. They are highly creative despite annual releases, and have a lot of original designs. The few times they got to play with more futuristic settings are the most obvious examples.

COD were never the FPS with the most advanced engine, but they succeeded to look as modern as the rest thanks to their art directors.
 

Siresly

Prophet of Regret
Member
Oct 27, 2017
6,587
We and they should stop putting such emphasis on graphics, but probably won't. Everyone likes good graphics.
 

EVIL

Senior Concept Artist
Verified
Oct 27, 2017
2,783
Crunch exists because of poor management decisions, the encouraged culture and consumer expectations. In that order.

First, upper management has to make sure leads are monitoring their staff. They need to make informed decisions (hopefully also with empathy) that preserve the mental and physical health of their employees, who are critical assets.

Second, everyone has to be highly skeptical of crunch culture. There is a wealth of medical journals and studies showing the dangers of overworking. Just because you can push yourself that hard, doesn't mean you should. I see some developers posting here, and while I trust their hands-on experience with this topic... I don't feel it is out of line to suggest that their acceptance of crunch culture doesn't have ramifications they aren't considering. In a workplace environment, widespread acceptance of an overworking culture can lead to others not mentally or physically equipped being swept up into it by proxy. We have seen in the last year or two of reporting on this topic, a company says you don't have to crunch... but individuals feel obligated to. They don't want to be ostracized by their coworkers or given sideways glances by management.

Oh, and even if you work at a large company with benefits, don't forget your ambitions might be something that has to be realized with the help of outside contractors. We all know there are eastern Asian developers who are essentially asset farms, and it isn't a stretch to assume their working conditions are comparably poor.

Thirdly, consumers need to bring their expectations in line with reality. We also need to stop with toxic waste dumps of rabid user reviews, social media threads and support forum spam. In this day and age, the average consumer has a bounty of resources to make informed decisions. You shouldn't pre-order games unless there are physical supply issues you want to avoid. You shouldn't purchase a game on launch before reading press reviews and or researching technical evaluations posted by the likes of Digital Foundry. On PC at least, most platforms now let you refund games in a quick and convenient fashion.

Before you bite the bullet and buy a game, take some responsibility for knowing what state it is in. If you do buy it and have problems that aren't extraordinary, give the human laborers who have limited resources to test for the countless issues any one user could have time to fix it. Also, report your issues to the developer through whatever official channels they've set up (if you're willing). A detailed analysis and constructive criticism go a long way towards your desired goal of better services and products than hammering expletives and insults into the brains of folks working in tandem with dozens/hundreds/thousands of other specialists to make your luxury product function to your liking.

Also, right as I wrote all this out Crowbcat posted a new video about Ghost Recon. I know a lot of folk had issues with Ghost Recon Breakpoint. Making a reductive mockery meme compilation isn't helping. We sit here and laugh at the expense of developers just doing their jobs, which at worst blunts their morale or at worst causes them psychological distress. It also makes executives and investors sit up and take notice when their marketing and relations people bring in charts of social media impressions that look like the stock market crash of 1929. That attention doesn't always end up working out in the consumer or developers favor, either.

Oh, and don't mistake this as letting developers off the hook for launching broken products. I don't. I also tend not to buy broken products because it's really easy to avoid. Plus, even if I did buy something and get through it and have issues, shouting into the void about it isn't useful. Not everything can land on the positive side of the law of averages, including our entertainment.
Stop saying crunch exists because of poor management decisions. There have there been cases where its because of that, sure, but most of the time Crunch exists because of the nature of game development. You are correct about player expectations, and I get to that in a bit.

If it was a linear path from A to B it would be easily Manageable and would mean the more games you make the more efficient the process becomes, but its not. No matter how many times you make a game, the experience is never the same. This is because the industry is always moving forward, there is a insurmountable amount of competition among studios who all try to fight for consumer attention that drives constant change and innovation. The only thing that keeps projects spiraling out of control are the skill and experience of those involved and how to avoid time sinks and project traps and this includes management! On top of that you have the publishers and money men who keep things from not costing too much. That is usually how projects get cancelled, changed, etc. Devs have the aspirations to make the greatest game ever, every damn time. and management usually keeps it within bounds and publishers cut when its needed.

I would even go as far as to say, broken products happen because of consumer expectations. the Early access model exists because of increasing development times and ever demanding consumer expectations and demand to release products every few years or so. Too long a gap and a developer is considered dead (DEV X dont make games anymore) and the gamer move to the next big thing like locust. We are all screaming for attention into an over saturated market and we do our best to give you what you want. but its never enough. people rip you apart because of a stutter here and there while they have not updated their graphics card or system drivers in a decade.

For me personally, the job is the best thing that happened to me. working on projects with amazing talented people. each giving it their all. The worst thing are the average consumers who don't give a single fuck about those who made their next big game. they play and complain, play and complain. Then you have some amazing fans who spend insane amounts of time playing our products, sticking to it, streaming it every day, making content on youtube, or make fan art, mods, and cosplay. anyway, went a bit into a tangent here.
 

Wumbo64

Banned
Oct 27, 2017
327
Stop saying crunch exists because of poor management decisions. There have there been cases where its because of that, sure, but most of the time Crunch exists because of the nature of game development.

If management doesn't have enough resources to keep projects rolling on timetables that are healthy for individuals, a series of poor decisions was almost certainly made. There is a difference between a foreseeable problem you allocate personnel for at the tail end of a project as certain milestones are not realistically hit and grueling crunch that goes on for protracted spans of time. Too often we are hearing about the latter.

I have also personally dealt with crunch in both the retail and insurance industries, which are notably insane and inhumane. I even was a manager at a brokerage during the open-enrollment season and had to quit because the company owner "didn't agree" with my scheduling practices. We butted heads because I had the gall to insist it was more productive for people to go home on-time and get 8 hours sleep and food in their guts. Plus, I wanted them to not always feel so fucking stressed they were taking near hourly cigarette breaks and getting plastered religiously on Friday nights, often lamenting botched meetings with clients or pending performance reviews.

If to keep things on track, you need single employees to essentially do the work of 1.5 or 2 people for prolonged periods of time you fucked up your timetable and proportionate staffing. If you decide to overwork your existing staff anyway, not only do you have shitty workplace ethics, you risk burning out your employees. I don't have game industry numbers, but overworking people typically leads to notably decreased productivity on a per-employee level and high turnover. As a manager, taking actions that result in those two items... is a poor decision.

Oh, and most key decisions a manager will ever make are entirely reactionary. You are in a position where you evaluate whether certain courses of actions are worth pursuing or not. A lot of folks don't have the luxury of always putting others well-being first, because they answer to senior management or stockholders. Yet you gotta ask yourself when enough is enough?
 
May 17, 2018
3,454
Absolutely not. If no game ever tries to push the envelope, then, what's the point? I love being surprised by how good games can look.
 

TaySan

SayTan
Member
Dec 10, 2018
31,555
Tulsa, Oklahoma
No i did not buy a high end PC for nothing.

I do however wish there was less crunch and give developers more time to make great looking games. :)
 
Feb 16, 2018
2,686
from a gamedev perspective, i agree

as a consumer, i don't

when I play a modern AAA game, i'm probably just buying it for the production values

i wish the 90s would come back and top-level development and innovation went hand-in-hand, but that seems to be ancient history