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Why are games so expensive to make these days
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You are currently reading a thread in /v/ - Video Games

Thread replies: 59
Thread images: 8
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Is it because of the advanced graphics that you need really good guys and a shitload of work to make industry standard tier models?
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>>329165447
Because you are paying hundreds of people over several months or years to produce content.

A 3D modeler can make 45-75k pending on the company. Some will also pay for their housing. since most are contract based.
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>>329165447
Pretty sure most of the money does into marketing
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>>329165447
>fucking detailed models
>high res textures
>professional artists for concepts, artworks, design etc
>professional writers
>professional musicians for the soundtrack

>half of the budget burned into marketing

Most of this shit wasn't even here 25 years ago.
And what was already there in game developement 20 years ago, is now fucking expansive because we have other standards.
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>>329165447
Publishers hire bloated teams of people who have no clue what they're doing as opposed to hiring a modestly sized competent dev studio, and THEN spend twice the money they spent on devleopment on marketing
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>>329165447
>geometry is the only part of graphics
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It's like films. Most of the budget goes towards marketing.
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>>329165991
None of that shit is here now, or at least none of it shows itself to be
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MARKETING BABY
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>>329166178
>None of that shit is here now

Why talking about things you clearly don't know?
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>>329166329
Oh, I KNOW.
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>>329165447
>this image

THEY DIDN'T EVEN TRY TO PUT ANY DETAIL IN THE 60K TRI SCULPT AAAAAAAAAAAAAAAAAAAAAAAAAA
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>>329165447
You need to funnel money into marketing to make up for the fact that AAA "Game Designer" is a joke job because video games are creatively bankrupt.
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>>329165447
>Why are games so expensive to make these days
Because marketing.
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>>329165447
I'd say equal parts overblown marketing campaigns, expensive union voice actors and motion capture, and larger dev studios with dedicated DLC teams.
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>>329165447

Games have always been proportionally expensive to make, in today's world though a lot goes into marketing.
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>>329165447
Marketing and bloated teams (which includes VA and allows them to claim it's a good game because MUH 500 PERSON TEAM)
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>>329166389
Apparently you don't.
Trying to sound edgy about something isn't that effective when you're also showing ignorance about that same subject.
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>>329165447
Leeches who just want money and dont give a fuck about videogames and art and fun.
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>>329165447

they arent. most indie games have a budget of less then 50k

most AAA companies use money for marketing and are mismanaged
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>>329166594
Ostensibly I do, and what does "edgy" mean?
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>>329166676
>doesn't speak english
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>>329166863
Feels like the context here for the word is wrong.
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>>329166603
>>329165447
>all those triangles
>hair still looks like dogshit
wew lad
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>>329166456
The image is a fake troll one.
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>>329166456
That's the point
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>>329165447
This image is false.

The models are all generated from the 6000 model. The 60,000 model could have much more detail, but instead it's just used to smooth the 6000 model out.

This is equivalent of saying that you can run Wolfenstein 3D on max settings on a pc from 2000, so what's the point of modern pcs? You won't notice any better performance!
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>>329166863
I think hes asking what you mean by edgy , it means something has edges. Do humans have edges? If they do, is it a good or a bad thing?
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>>329166946
Nice bait tho
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>>329167016
You speak even less English than he does.
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>>329167143
Whats bad about my english? I really like the language and would love to improve.
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>>329165447

Games are always expensive to make. It's like any other large project. Multiple people working tons of man hours to create something. Suspecting someone is getting paid bare minimum wage, at a full time they'd be making 15,000 dollars USD. If that's a team of 10 people it's already 150,000 dollars towards making the game for only a year, and developers don't work for minimum wage.

The only thing that cheapens the process of making a game is if the tools supplied shortens the work load, which has never really been the case for any good games.
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>>329165447
This image doesnt make much sense.

Take it from a 3D moddeler, a box can be 999999 triangles or it can be 12. Its kind of diminishing returns but it depends on the complexity of the model. Being able to push more triangles is great because it allows not only for more detail but more objects.

Normal maps become less important because of poly detail or we just get better looking lods.

More polys is good bro, our big leap now is more in the texturing department with POM and tesselation
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>>329166946
The message it's giving is a real one though. Diminishing returns "is" a thing, I don't know why they decided to use a fake example to showcase it though.

Also judging from the image, the creator went ahead and sculpted the third one first and used a decimate modifier to get the first two.
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>>329167330
Hm... Inactually dont think my english is that bad. I actually dont really have many friends and im looking for someone who likes to argue with me, who limes to challenge me as a friend... Chances to make them here are quite slim but even then its a good experience to have once you get the chance to try it in a non anonymous environment.
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>>329167751
>lol who needs normalmaps, who needs optimization, people will just get better computers, put in ALL of the polys!

So modern dev mentality it hurts.
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>>329165447
Not really. It's mostly the ridiculous team sizes, time pressure, and marketing.

That and AAA games have pretty inflated numbers, similar to the movie industry. It's no longer as viable to make AA games like back in the PS2 era, so the companies blow their load over the big budgeted games that get you ridiculous amount of sales, and of course, if they should fail, will really cost, so they have to play it safe.
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>>329167953
That's not what he said, you illiterate retard.
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>>329166232
>record footage of a guy playing the game
>pay a voice actor for 15 seconds of voice

So expensive.
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>>329168052
>normalmaps become less important

Suck my 6k poly normal baked dick bruh.
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>>329166946
>the image that says more polygons = more detail is false
>the reality is that more polygons = more detail but in a different way
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>>329168446
>i dont know what im talking about the post
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>>329168149
>put the footage on television
>pay $350,000 per showing
>pay 3k per billboard
>in like 10 countries

Quite expensive.
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I think the problem is that modelling technology hasn't increased with the time.
I mean why are we still using triangles? We should at least be using dodecagons by now.
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>>329168149
Haven't had a good laugh like that in a long time. I mean I know there are a ton of retarded people on /v/ but its been a while since I saw one who actually believed in his own stupidity like that.
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>>329166941

60k polys is nothing
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>>329168687
>dodecagons
psst, that's just 12 triangles.
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>>329168149
Haha oh man whether you are a troll or just legit stupid I had a good chuckle.
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I prefer 2D games anyway.
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>>329169106
>>329168779
samefag. also i think you have autism.
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>>329168986
sure if you decide to split them into triangles. but if you decide to render 1000 dodecagons rather than 12000 triangles you're rendering 1/12 as much
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>>329168687
Triangles are still the most efficient to my knowledge.

That and I don't think many really use triangles when modeling. Pretty much everyone uses quads.
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Because employing a bunch of graphic designers for years costs a shit ton of money.
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>>329165894
This, at least when it comes to big titles. It's disgusting how much money goes into advertising when it comes to everything.
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>>329169326
Everything in any 3D thingy is made up of triangles, even a quad is just 2 triangles. The 3D thingy isn't just displaying it. Why? Because it's just so extremely much faster to render a triangle.
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>>329168687
Triangles are always planar. N-gons have a tendency to fuck things up.
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>>329165447
>60,000 tris
>Not using the 600 tris version with a sculpted normal mesh and bump map
Plebs
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>>329170318
>using the 600 tris version with a sculpted normal mesh and bump map
>not using a pre-rendered version of the 60 triangle version
Plebian
Thread replies: 59
Thread images: 8

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