| NoirSon said: Basically, major publishers are driving themselves and the gamer toward a crash by making their games far too expensive. Do we really need full motion capture for a FPS where the major motions the models are going to use for most of the game are going to be different ways to fall down after getting shot? Must every Final Fantasy game require facial motion capture to stick realistic faces on impossible hair styles? One would hope with the next generation games, developers and publishers get smarter. Sadly many Japanese publishers have run into these issues and their industry response has been to revert to mobile devices (built around farming money) or handhelds (which run previous generation hardware they have more experience with). I would hope that developers would learn to temper themselves before they kill their own industry. |
ROTFL @ the FF part! Publishers should learn to ask devs for a balanced set of features amongst which spending a defined budget. And developers' own management should learn to build databases and libraries of motion captures and textures and more efficiently reuse previous parts of development work that in HD games are quite expensive, instead from dev costs of new titles one could think they are reinventing the wheel each time. I can understand making title-specific textures, for example, but are they making from scratch tree leaves and barks each time? And can't they reuse previously done motion capture? And face motion capture budget shouldn't be dependent on the amount of close face-to-face characters' interaction in each title? Surely faces are important in games like Heavy Rain, but in stealth games they are a lot less, you rarely want to be face-to-face with NPCs in these games, and the same applies to games with fast action like FPS, where body motion capture is a good feature, but once well done in a title, it should be reused in successive titles, while faces have little importance.







