Cerebralbore101 said:
I've been on five different projects. Two problems always arise. They are feature creep, and art demands. The art team gets bogged down trying to make something that looks glorious, as opposed to making something that just looks good. The programmers always get stuck trying to implement one too many features into a game. Not every game has to have ridiculous 50k polygon models that are expertly textured, and animated. Not every game needs to be a massive open world with a crafting system, real world economy, stealth elements, etc. Another issue is that nobody does pen and paper playtesting anymore. Too often, we found out that a feature or element just wasn't fun, long after we had spent a lot of time getting it to work in the game. We could have just saved time by making a pen and paper prototype and trying our ideas before getting to work on them.
AAA gaming is often just unsustainable. Everyone just needs to dail the scope of their games back a bit, but the customers won't allow it. They don't have a clue what it is like to make a game, and they demand cutting edge everything. Thirty FPS, 720p, and moderate polycounts are fine. |
You'll get no arguments from me. Well said. I've seen a lot of these problems as well.