noname2200 said:
dharh said:
That kind of thing is simply a case of using a level of HD graphics that does not fit. That is a horribly inefficient method for converting a car into a HD 3D model (there shouldn't even BE artists who work on making a car in GT5). I'm not saying studios shouldn't re think how and where they alocate funds to what parts of the project, but you CAN most definitely create a complex HD game without those horridly high costs.
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Any suggestions on how to go about doing this? Because to the best of my knowledge, the best and the brightest in the industry don't have the slightest idea about how to make things more efficient. I'm not mocking you or anything, mind you; I'm being 100% serious when I say that no one, and I mean NO ONE, seems to know how to bring those costs down. I'm not even asking for an explanation, mind you, because this computer stuff tends to go over my head. I am, however, suggesting that if you really see a way to save developers' millions, you need to start sharing with them, if not for their sake then for your own.
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Right off the bat, GT5 for instance prides itself on exactness of their car models. Every single car in GT5 already has an autocad model by the manufacturer that the studio should have. Viola. They already have to pay for the rights to have these cars IN the game, they can pay the extra money (if it would cost extra, which it shouldn't) to get the autocad files of the car from the designer, which I assume would be less than the cost of the hundreds of man hours spent on making the one car from scratch
Stop making pre-rendered driven cut scenes. Instead of spending the hundreds of thousands of dollars on massive render farms to create cutscenes that are at this point barely better than the regular gameplay graphics, just created the scenes using the in game engine. Its been done already and its proven just as good now. Hell I woulda been fine with no pre-rendered scenes back in FFVII days.
Stop reinventing the wheel. Good studios either create a game engine they can use once for several games or they buy one already on the market. Unreal engine, square enix's crystal engine comes to mind. Before you mention Sqaure Enix's money problems, they've suffered from a spat of really bad games lately, something being cost effective wouldn't necessarily solve.
And for the love of god learn to hire better programmers. I'm not saying such and such studio hires crapy developers or ragging on the entire industry. But over half the programmers and developers of every field are bad at what they do, inefficient at their job at best.
These are some off the top of my head. Some studios i'm sure already do some of these, some will start. Eventually the studios left standing will figure it out how to get it done.