HappySqurriel said:
This is actually related to something I have wondered about for awhile ... I had built some character models for games like Half-Life and Unreal Tournament back in the day, and I was good enough to be able to model and skin a character in week in my spare time. I mostly stopped doing it because the time it took to create more detailed character models and textures for newer games; moving from a simple 500 polygon model with a 128 by 128 texture, to a 1000+ polygon model with two 192x192 textures simply took too much extra effort and time to do in my spare time. When we hit the previous generation I started to see how much work went into a Gamecube or XBox game, often with 4000+ polygon character models and 4 to 8 texture layers, and I couldn't imagine how any mod team would be able to create anything for (at that time) modern games; and I my wondering was mostly justified, as the thousands of mod teams around the world for games was changed into a couple of dozen teams that focused on a couple of games. When I went to university I took several graphics courses and one thing I noticed was how every new effect seemed to take another texture layer that was (mostly) hand-crafted to create, and looking at how time-consuming that would be I started to realize how the gaming industry was heading for trouble. The ammount of work that once went into producing an entire mini-campaign by modders was similar to the ammount of work that is required to create one functioning character model in a HD game. My thought (at the time) was someone (I thought Nintendo) should produce several studios in China, India and South America that were full of hundreds of artists and they should focus on creating viable in-game assets for their game engine; and when they were done they should include the game engine and artistic assets into their licence agreement to encourage every developer to produce games using their toolset. In my opinion (at the time) the beauty of a console manufacturer doing this would be that they could receive their licencing fee regardless of what platform a game was released on, and it would make it dramatically less expensive to release a game on their platform compared to the competition. The big challenge (as I saw it) was the ammount of content you would need to make it worthwhile for developers (basically 2 "games" worth of content for whatever setting the wanted, and at least a couple of different art styles). |
its an interesting idea,
and i know they do some of what your suggesting already, cannibalizing art libraries from earlier in the gen for later gen applications where possible, or on lower rum games. the big move of sharing engines and licensing them is the first step, and there will always be studios that do their own work, however im betting within the next three to 4 years we will see full scale cross licensing of art assets to help keep costs down, the only person this screws are the artists making them, by effectively reducing the work they do and unlike musicians artists were never clever enough to get a royalty system set up to where no matter the future application if something of theirs got used theyd see some kind of residual
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