bdbdbd said: Let's do that. As I stated, making high poly count models is easier than low poly count, especially if you're trying to get it to look decent. Have you ever used a 3D modeler? And how was it, it took a week from one guy to program a car to GT4 and a month to GT5. GT4 was a title on the heels of GT3 and GT2. It was a revision. GT5 is a brand new engine. I don't feel like I need to go any further than that.
This is really subjective. In GT5, however, I bet its true from an art perspective. Making a "next gen" looking terrain system on the Wii would be a technical nightmare without the hardware resources of the HD consoles... so again, expensive, although from a different side of development. In the sense that having a better quality game costs more than having a worse quality game, and that supports my statement. Conversely, if you saw a last gen game on current HD hardware, what do suppose its budget might have been? Last-gen-ish? How does the Wii make last-gen budgets more cost effective? You still haven't provided an answer. From a processing perspective, 10x may be in the ballpark, whereas 4x is closer, from a memory perspective. Again, a greater disparity between the Wii and its generation, than any console and its competition, from any previous generation. Are you saying its impossible to make a good game on the Wii, or one that even remotely compares to good HD games? I would say that SMG, and its ilk, compares, but I would argue that their budgets are also comparable. [...]
Sorry, where's your basis for this statement? I don't really follow you. Where can you find a game that is on par with the Wii's "average" visual quality that has appeared on the HD consoles, and not been a PSN or XBLA title? Better yet, can you provide a fair number of such titles, so that you can make some more general statements with some foundation? |