It is currently Sat May 11, 2024 11:57 am
Aazell wrote:Yeah obviously I'm not going to deliver a dev textured block map to a poor artist and have him add a world over it. That would just be mean!
Woe Kitten wrote:Well in the industry ...
Generally speaking I think the mod/mapping sphere could really benefit from working the way the industry does in that regard.
In my opinion the level of detail required to build a level that is both functionally engaging and visually stunning is extremely prohibitive to individuals producing a project alone.
Text_Fish wrote:Woe Kitten wrote:Well in the industry ...
Generally speaking I think the mod/mapping sphere could really benefit from working the way the industry does in that regard.
In my opinion the level of detail required to build a level that is both functionally engaging and visually stunning is extremely prohibitive to individuals producing a project alone.
Personally I think "the industry" consistently produces levels that are very pretty to look at but horribly lacking when it comes to gameplay design, so perhaps it's not such a great model afterall. That's not a personal attack by the way as I'm not familiar with your professional work, it's just my general impression of triple-A shooters for the past five or six years.
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Woe Kitten wrote:It's a good point that the industry doesn't always get it right, in fact often gets it very wrong, but in my opinion I don't see the mod sphere consistently produce better quality level design than the professional sphere. Quite the opposite in fact. Additionally I don't think that the dumbing down of AAA is anything to do with our processes, the reasons are far more complex than that.
If your passion is to go off and make another call of duty clone then you're probably better off mapping/modding as a hobby unless you plan to innovate in that area.
Sorry if I wasn´t clear, but I was saying exactly the oposite. I want to play outside the rules of what people expects these days of a playable product. I want to enjoy doing what I´m doing and not just follow a rigurous workflow method to end up with the same result everybody else´s getting. Today´s gaming industry, and for what concern us here: today future game developers, just seem to be peeking behind the shoulders of their "contenders" to see who does the exact same thing a bit better. If I ever make a living out of this, it will be doing the games I´d love to do and not just being another piece of the saturated gaming industry, collapsing the market with just another call of duty clone.
I´m not sure if what I´m saying is an advice for everybody. But It´s for sure an advice for those that want to enjoy the ride.
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