haxxiy said:
I mean, that's the thing. A lot of people claim that the industry is missing AA games, that everything nowadays is too expensive and time-consuming and that's costing the industry, etc. But the thing is, people nowadays don't buy AA games. Period. They almost unanimously fail with rare exceptions, meaning going back to the old PS2 days where that used to work seems out of the question with today's market. So, you might as well go for high-risk, high-reward GAAS in that scenario. Blame the game, not the players. |
They need to adapt some of the cost saving techniques used in the past.
Isometric views, backgrounds are just 2D art (but handcrafted and beautiful). Instead of anything being open world.... reel it back in, make it more linear, just allow a bit of freedom with a few branching paths and some exploration and hidden spots here and there. That sort of thing, worked well in the past.
You cant expect a good outcome if you do a low budget, full open world game.
That stuff takes way way to much time and resources, so if your that limited, you'll end up spread to thin and the AA budget will result in a poor open world game.
You need to manage expectations and be realistic, and instead focus and polish where it makes sense.