Words Of Wisdom said:
Right now, innovation is turned toward things the player can visibly see. This type of innovation is going to hit a wall in the near future. |
Programming costs are really not an issue anymore, the real problem is the cost of producing artistic assets ...
"Back in the day" I used to make models for friends and mods in games like Unreal Tournament and Quake 3; at the time it would take me about 4 to 8 hours to create the model, 4 to 8 hours to produce a texture, and about an hour to skin it onto the existing animation. These were very simple models (usually 500 to 750 polygons) and the textures were also very simple (usually 128x128), and you usually were only looking for it to look somewhat like what people wanted.
Its been a few years since I did any modeling, but I have done some stuff (for pre-rendered scenes) which is similar in quality to what games are now using; it would take me a couple of weeks to produce a model, and a couple of weeks to produce a texture, at the quality level of these games.
This is why the 100 person development teams are made up of (approximately) 80% artists.
The reduction in development costs will come from developers producing libraries of content, dramatically improving development tools, and moving towards procedural development; but don't expect to move far beyond what we're already producing (in terms of graphics) in the near future. Ultimately, movies get away with such expensive content because they have massive budgets and a very limited scope (you don't have the ability to run on a street which is not in a scene).







