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Dr.Henry_Killinger said:
nitekrawler1285 said:
Dr.Henry_Killinger said:
nitekrawler1285 said:

Nintendo is experiencing the pains many developers faced during the 7th gen. It's their first time building games on this type of technology and they have a lot to learn and I don't think anyone would say it's been a swift lesson.  

It's very relevant.  They've done multiple games of the same type already.  It gives them goals and specifics in what they need to aim for this engine to accomplish. It cost far more to make UE in which you can make any kind of game than to make Gears of War in particular.  

I don't agree that being able to do more means that you have to.  I think most of the industry just can't compete on making appealing games so they spend money on graphics to differentiate on a few gameplay concepts.    

Japanese developers and any B tier sized game  companies have't been able to absorb these costs as it is.  This is a problem irrespective of how much easier PS4 is to develop for.  More work but same revenue is a bad recipe.  Many of the Japanese developers have found success by moving to handhelds and mobile where costs are lower.  

You're catching on, but you're a bit confused.

Asset Creation is typically what drives up the development costs of games and is typically what seperates indies, AA, and AAAs. KH 1.5 is the perfect example, its a remake of an already existing game, but because they lost most of KH1s assets, the process of remaking assets for 1080p took quite a while.

So just because they know how to make the game doesn't mean they can easily make the HD assets.

I mean, Indies are making games for the PS4, maybe these japanese developers should stop over exerting themselves like Capcom and SE.

Thus, Ease of Development (specifically programming) means more can be done, and if more is done then it will take longer.


This is ridiculous.  I can rip the models and textures from KH.  Open 3DS Max or Maya and up the iterations to smooth it out or add turbo smooth. 

They are so much more far behind than I could have ever imagined.   

Models probably, but if we are talking textures then I'm sure you will admit that upscaling those sub hd textures will look like ass.

plus: im not talking simple ports here. This is an increase in scale primarily, look at DR3, much zombies.

Those textures would look like ass especially the mouth ones lol. I'm not very capable with photo shop just yet so I can't claim to be able to do those I would just imagine that SE would have more resources and be able to accomplish just about any task an order of magnitude faster than a forum dweller.   

I know it's why we have ghost town open world games. It's why many games today can feel samey. It's why the end of ghosts is exactly the same as the end of BLOPS 2.   Though honestly if they didn't strive for photorealism and such they could just make not quite as good looking things and have tons more of them and make them more meaningful than how realistic they look.  

DR3's team took creating zombies in a clever way. They modeled all of the parts and randomly combine them to so there shouldn't be so many exacltly the same looking zombies.  I think this kind of thinking could really help in stretching content and lowering the overall load.  Much like the two guys who made the nice looking procedurally generated world.