vivster said:
JEMC said:
The problem of games of that size is that the end product doesn't show what is that space used for. Texture aren't that better to demand two, three or more times the storage capacity they asked for five years ago.
Developers are simply getting lazy and, with the excuse of consoles having HDDs and PC users having large capacity HDDs, they are forgetting about compression and optimization.
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You could argue the same with resolution, which in the end everything comes down to.
4k images do not look 4 times better than 1080p images, yet they consume 4 times the space uncompressed. That's the kind of scaling we're talking about here. Games also are getting bigger and more complex. So if a game just uses double the amount of art assets because it just has more objects within the game then the size will blow up as well despite not looking any better.
I'd argue that not today's game sizes are too big but past game sizes have been too small because they were using cheap tricks and low quality assets if at all.
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Well then, maybe someone should start working on better compression techniques, and use them.
caffeinade said:
JEMC said:
Yes, I actually do.
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It is okay to be wrong, I guess.
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caffeinade said:
JEMC said: *rest of my post* |
*interesting, but too long to quote, post*
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Do you realize that you've agreed with me that Valve has been hiring part or most of the staff that has been doing their last games?
Sure, they may not be too big (around 325 early last year if this info is correct), but there are smaller studios with a lot less resources that manage to launch more games than them. And let's not pretend that creating game prototypes or cancelling games mid-production is something exclusive from them. Most big companies do, but still manage to launch more games than them.
Valve is either too small to mantain Steam while developing games, or they should hire someone that actually manages what the staff is doing. Making prototypes and creating ideas for new games is good, if nothing comes out of it it's useless.
And about the Source 2 engine...
Crytek is suing CIG because they think they have breached their contract. Time will tell who is right and wrong, but using only one case to bash a whole engine/company is a mistake, and you're smart enough to know that.
Epic demands a fee when the game launches, taking part of the income or the profits, I'm not sure. As you saym we don't know yet if Valve will do the same with their engine, so we can't compare.
Also, you keep talking about Source 2 in future terms "will be", "can be", "will have", meaning that it can't do that yet, making it inferior to the other engines, and God knows how it will compare with the latest versions of those engines when it becomes available to other studios.
And since when "not being tightly integrated with Steam" is a problem? That allows them to sell their games in other stores like UPlay or GoG. That can actually be a problem for some studios, rather than something good. And I don't recall of any modern engine having problems with mods, besides some studios or publishers not allowing them.
Lastly, the biggest problems with Half Life are, in my opinion, that they promised at least a third episode for HL 2, which they never made, and that it's been already more than 10 years since the launch of Ep.2, and the longer they wait to launch the f*cking game, the harder it will be to live up the expectation.
Good night!