By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - Peter Moore blames Wii for EA Sports staff exodus

Kasz216 said:
Squilliam said:

Well, for a start: How many PS2 games had an interactive physics based environment? Could a Wii game support a model where a level designer can litterally throw a million interactive things on the screen at once with no care for how it may perform? These two elements are things I never saw on a PS2 era game.

For example Quaz51 on Beyond3d.com made a working calculator with the LBP level designer. Using the physical levers and such.

 

PS2 games?  Not sure.  The Xbox had at least one though with Half Life 2.

As for the Wii being able to support a model where you can thrown a million of interactive things on the screen?  Dunno.  I doubt LBP could support a million either though.

The physics model in general in the game left me unimpressed though.  It's actually why i never play it... it ruins the platforming.

 

Additionally i've played games with 2D interactive physics based enviroments on my PC which was less powerful then a Wii.

Clickteam stuff for example.  Though it's less indepth.  I actually find it a more satisfying model and creator though.

The design decisions which effect gameplay (floaty platforming) had nothing to do with what the physics model could or could not produce.

The half-life 2 model was professionally designed. You simply could not induce a scenario with the Xbox or PC version of that game to cause the game to come to a complete standstill, frame-rate drops when physics were involved however were well documented. You can look it up if you're interested.

A million interactive objects is an exageration, but like with Quaz51's working mechanical calculator there were litterally hundreds of parts working together to make it work. Its an example of a modern game engine really in a lot of ways.



Tease.

Around the Network
Kasz216 said:
Squilliam said:

You're talking about gameplay, 90% of the work in creating games has nothing to do with gameplay. The 3d artists for a game like Halo 3 can be more creative than someone working on Halo 2 for example. I don't see where most people working on a game get to be innovative, creative yes and innovative, no. We're talking about artists and programmers leaving EA, not the design staff.

How do they get to be more creative?  The artwork has to be pretty consistant all around right.

Nostril hairs in the HD games?



Tease.

HappySqurriel said:
Squilliam said:

You're talking about gameplay, 90% of the work in creating games has nothing to do with gameplay. The 3d artists for a game like Halo 3 can be more creative than someone working on Halo 2 for example. I don't see where most people working on a game get to be innovative, creative yes and innovative, no. We're talking about artists and programmers leaving EA, not the design staff.

Oddly enough, I suspect that the average modeler or artist would say that HD game development is far less creative than game development on previous generation consoles ...

If you look at how games were developed for the N64/Playstation generation the typical artist in a game studio would be involved in the production of models and textures for a large portion of the 3D assets in game and would even be able to produce some of the most interesting elements of the game. In the previous generation artists had to specialize more and tended to become either modelers or texture artists, but they still were involved in the creation of a large portion of the 3D assets in game and had some work on some of the most interesting elements in game.

With the size of development teams and the ammount of content produced artists can work months in a row on a repetitive task working on unimportant details on assets that the average gamer will never notice; and (on top of this) the work has become so unchallenging that many studios (including Epic) are offshoring the development of most of the content for their games to China.

Well for the most part, the stuff produced in the 3d worlds in previous generations look pretty bland by comparison to some of the things in the current generation. Sure it takes 10 weeks to make a car in Forza 3 compared to a week in Forza 1, but the final result of the car does look pretty fantastic and that 3d modeler can be pretty proud of his work. The current generation HD consoles really can show off the quality of a lot of design work which was missed due to muddy textures, low resolution etc in the previous generation. They may also be frustrated in having to vet every single design off a tight performance budget and having their design work culled to fit into the games.

Design work does count for something, the average consumer if shown pictures of Killzone 2 and Fable 2 and Uncharted 1 actually tend to pick Fable 2 the majority of the time. So from a lay persons perspective the design work still counts for something. The creativity and artistic direction still count as well.



Tease.

Procrastinato said:
KungKras said:
@ Procrastinato

Yeah, because developers are supposed to make games for themselves instead of the consoumers. And they really need to be creative when making sports games, lol.


Cereal box art is made for the buyer, bro.  Real art is made by the artist, as an expression.

Most artists make art for cereal boxes.  I'm not denying that. And also, the talented artists?  They don't make cereal box art.  If someone gave them a serious commission to make some... maybe they'd do it, or maybe they'd walk off.  Without the big money, you think the talented artits will do it at all?

You're basically saying "The Wii provides work, thus dev teams should be grateful".  I'm calling BS on that.  You can hire newbies for cheap, and rake them over the coals to work on Wii factory churn, sure.  No one is going to be able to twist a talented dev's arm into making Wii stuff though, without some serious investment -- which, if you've been following the news, isn't something that happens on the Wii.  The Wii is oh-so-cheap for the publishers to make games on.  I wonder why...

Please, if the developers want to be "artistic" why are they working at a business? Why don't the just make games for themselves like people used to do? Having a job and doing exactly what you want, whenever you want to are two mutually exclusive things. The average person seems to know this, but game developers don't. They're selfish.



"Pier was a chef, a gifted and respected chef who made millions selling his dishes to the residents of New York City and Boston, he even had a famous jingle playing in those cities that everyone knew by heart. He also had a restaurant in Los Angeles, but not expecting LA to have such a massive population he only used his name on that restaurant and left it to his least capable and cheapest chefs. While his New York restaurant sold kobe beef for $100 and his Boston restaurant sold lobster for $50, his LA restaurant sold cheap hotdogs for $30. Initially these hot dogs sold fairly well because residents of los angeles were starving for good food and hoped that the famous name would denote a high quality, but most were disappointed with what they ate. Seeing the success of his cheap hot dogs in LA, Pier thought "why bother giving Los Angeles quality meats when I can oversell them on cheap hotdogs forever, and since I don't care about the product anyways, why bother advertising them? So Pier continued to only sell cheap hotdogs in LA and was surprised to see that they no longer sold. Pier's conclusion? Residents of Los Angeles don't like food."

"The so-called "hardcore" gamer is a marketing brainwashed, innovation shunting, self-righteous idiot who pays videogame makers far too much money than what is delivered."

HappySqurriel said:
Squilliam said:
HappySqurriel said:
Squilliam said:
NJ5 said:
For all this talk of creativity, can anyone name ONE example of creativity on a PS3/360 game which wouldn't be possible on a lower-specced console?

Fallout 3

Halo 3

Rage

Bioshock

Grand Theft Auto IV

Fable 2

etc.

You mentioned creativity, not innovation.

Besides graphics and production values associated with producing big budget games at an unprecidented expense how are any of these games drastically different from games produced by these studios on previous generation hardware?

While you respond to this consider that games like Half-Life, Counter Strike, Deus Ex, System Shock 2, Theif, Tribes, Unreal Tournament and Quake 3 Arena contained (almost) all of the gameplay mechanics that are available in modern FPS and were released over a decade ago on hardware that is less powerful than the Dreamcast.

You're talking about gameplay, 90% of the work in creating games has nothing to do with gameplay. The 3d artists for a game like Halo 3 can be more creative than someone working on Halo 2 for example. I don't see where most people working on a game get to be innovative, creative yes and innovative, no. We're talking about artists and programmers leaving EA, not the design staff.

Oddly enough, I suspect that the average modeler or artist would say that HD game development is far less creative than game development on previous generation consoles ...

If you look at how games were developed for the N64/Playstation generation the typical artist in a game studio would be involved in the production of models and textures for a large portion of the 3D assets in game and would even be able to produce some of the most interesting elements of the game. In the previous generation artists had to specialize more and tended to become either modelers or texture artists, but they still were involved in the creation of a large portion of the 3D assets in game and had some work on some of the most interesting elements in game.

With the size of development teams and the ammount of content produced artists can work months in a row on a repetitive task working on unimportant details on assets that the average gamer will never notice; and (on top of this) the work has become so unchallenging that many studios (including Epic) are offshoring the development of most of the content for their games to China.

This is kinda backwards thinking, in my opinion.  HD artists spend their time making what they find interesting -- usually characters, and important game elements.  The garbage cans, trees, etc... tht's farmed off to art houses that have loads of that stuff in a catalog already, and just need to tweak it some to fit with the style of the game, and the specs of the customer (being the dev house).

I don't think you can claim that HD artists are "less creative" because they don't spend their time modelling trash cans and newspaper dispensers, that for the most part, weren't even worthy of being present in games in previous generations.



 

Around the Network
Squilliam said:
HappySqurriel said:
Squilliam said:

You're talking about gameplay, 90% of the work in creating games has nothing to do with gameplay. The 3d artists for a game like Halo 3 can be more creative than someone working on Halo 2 for example. I don't see where most people working on a game get to be innovative, creative yes and innovative, no. We're talking about artists and programmers leaving EA, not the design staff.

Oddly enough, I suspect that the average modeler or artist would say that HD game development is far less creative than game development on previous generation consoles ...

If you look at how games were developed for the N64/Playstation generation the typical artist in a game studio would be involved in the production of models and textures for a large portion of the 3D assets in game and would even be able to produce some of the most interesting elements of the game. In the previous generation artists had to specialize more and tended to become either modelers or texture artists, but they still were involved in the creation of a large portion of the 3D assets in game and had some work on some of the most interesting elements in game.

With the size of development teams and the ammount of content produced artists can work months in a row on a repetitive task working on unimportant details on assets that the average gamer will never notice; and (on top of this) the work has become so unchallenging that many studios (including Epic) are offshoring the development of most of the content for their games to China.

Well for the most part, the stuff produced in the 3d worlds in previous generations look pretty bland by comparison to some of the things in the current generation. Sure it takes 10 weeks to make a car in Forza 3 compared to a week in Forza 1, but the final result of the car does look pretty fantastic and that 3d modeler can be pretty proud of his work. The current generation HD consoles really can show off the quality of a lot of design work which was missed due to muddy textures, low resolution etc in the previous generation. They may also be frustrated in having to vet every single design off a tight performance budget and having their design work culled to fit into the games.

Design work does count for something, the average consumer if shown pictures of Killzone 2 and Fable 2 and Uncharted 1 actually tend to pick Fable 2 the majority of the time. So from a lay persons perspective the design work still counts for something. The creativity and artistic direction still count as well.

But the design work that is rewarding is handled by a tiny group of people ... and in a game like Forza or Grand Turismo the majority of artists get the joy of modeling or texturing dozens of different wheel designs or spoilers in order to add customization options that few people will ever care about.



HappySqurriel said:
Squilliam said:
NJ5 said:
For all this talk of creativity, can anyone name ONE example of creativity on a PS3/360 game which wouldn't be possible on a lower-specced console?

Fallout 3

Halo 3

Rage

Bioshock

Grand Theft Auto IV

Fable 2

etc.

You mentioned creativity, not innovation.

Besides graphics and production values associated with producing big budget games at an unprecidented expense how are any of these games drastically different from games produced by these studios on previous generation hardware?

While you respond to this consider that games like Half-Life, Counter Strike, Deus Ex, System Shock 2, Theif, Tribes, Unreal Tournament and Quake 3 Arena contained (almost) all of the gameplay mechanics that are available in modern FPS and were released over a decade ago on hardware that is less powerful than the Dreamcast.

Your statement goes a long way towards proving my point.  Why did Rockstar North, one of the industry's premier development houses, coose to make what is basically the same game with HD technology, rather than making GTA IV on the Wii, XBox, PS2, just like they did with GTA3, GTA:VC, GTA:SA (yeah I know they weren't on the Wii)?  Why didn't they make GTA4:Wii and bring a whole bunch of waggle gamplay into the game, instead?

The end result is, it doesn't matter.  They chose to not make a Wii GTA4.  They didn't want to.  Instead they chose to make the same old game (which has been proven fun, time and time again), with a fresh coat of paint, and a new story.  They could have chosen to make a fourth last gen installment, and fiddled with the proven gameplay instead.  But they didn't.  Ponder that for a moment.



 

@ HS: I think I'll leave that one to between you and procrastinato as his enjoyment of beer qualifies himself for the argument better, just don't expect a timely response.



Tease.

@NJ5

Dead Rising, less zombies - less fun. But overall those talks, that less horsepower supposedly leads to diminishing creativity in games, are BS. There's a proverb - a bad reaper never had a good shears, or I'd prefer another one - bad dancer always blames own balls.



HappySqurriel said:

But the design work that is rewarding is handled by a tiny group of people ... and in a game like Forza or Grand Turismo the majority of artists get the joy of modeling or texturing dozens of different wheel designs or spoilers in order to add customization options that few people will ever care about.


Let me get back to the OP topic, and comment on ths at the same time, albeit a little indirectly.

Ponder Madden '10 for a moment.  The design team spent most of the past year working on the new online franchise features, most likely, because it made sense on both the PS3 and 360, given their excellent network support.  In previous years, the HD Maddens have put a lot of effort into improving their animation systems, and their tackling mechanisms, to feel more realistic, and give the "you are really there" feeling a serious boost from previous iterations of non-HD Madden Football.

The Wii Madden does not support these features.  They can't (its not a choice) do realistic animations -- the Wii doesn't have the math-crunching horsepower to animate two football teams realistically with a reasonable framerate. They can't do the new tackling, because again, the Wii doesn't have the horsepower to do the physics simulation necessary.  They can't make the game seem as much like the flashy TV experience you get on a Sunday afternoon -- not even on a SD screen, with the relatively weak Wii GPU (relative to the HDs, I mean).

These are the design teams' attempts at making the game better, when it comes to sports.  They've successfully done it for years, too.  They can't really change the game (but they can add new gameplay features, like online franchise, if the console supports it decently) -- mostly what they can do is make it cooler, make it slicker, make it shiny.

Given the choice of retooling their work of the past 9 years to work on the Wii, much as it did from 2001 to 2005 (remember, they've been there already), and improving the experience overall, bringing what the fans want (the feeling and raw excitement of an american football game, which is largely a spectacle, not just a game)... which do you think any one of the individual developers would choose, given the chance to do so?

I bet they could recycle the most recent edition of XBox (not 360) Madden to work on the Wii.  The only real work required would be to update the roster.  Maybe they could squeeze a couple more minor features in... maybe the characters could have ~35 bones in their animated skeletons, instead of ~30.  Not the near 100 that the HD versions probably have, but it would still be more.  Cheap.. fast.. right up the Wii alley.  Well... not upping the animation bone count, but the roster update should be cheap.

Exciting?  Cool?  Maybe they could keep them from talking to the HD teams, and finding out how much closer to the football experience their games get.  Maybe they aren't football fans... they're just "creative robots" who don't care about football, but instead love to make football fans (who they don't understand, since they don't care about football) happy with new features they've cooked up on their own.

This same issue crops up again and again, across most of the "stock" game genres.  Working on the Wii doesn't suck -- its fun if you aim for something small.  Something less, than what you're used to, if you're a pro.  People can, and do, get excited about small stuff and really get into it.  But... you're rarely going to get devs who passionately make big games to want to make something small, except in a rare break from their usual routine... almost a vacation.

I don't ever expect much from the Wii -- all the good stuff for it comes from diamond-in-the-rough devs who never could have landed a HD contract without something cool under their belts.  Or from Nintendo, because they have an obvious agenda, and frankly, because they pay their awesome teams quite well for their creative talents.  The diamonds are pretty rare, I'm afraid.  And usually, after they show up, the "lets make it cooler.. a lot cooler" dream whisks them away to HD-land.