• Endorkend@kbin.social
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    2 months ago

    Thing is, looking at some games, Horizon and Elden Ring being a prime examples, we can have both great games with great graphics.

    You don’t really want better games with worse graphics, you want better games that don’t use great graphics as an excuse to bad gameplay.

    • blargerer@kbin.social
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      2 months ago

      He wants the resources being spent on graphics to be redirected to engineers and game designers. There is a reasonable top end budget to put towards any given game, so it is at least mostly 0 sum.

      • DdCno1@kbin.social
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        2 months ago

        That’s not how this works. You can comparatively easily scale up art departments, but you can not do the same with engineering and design. It’s also much less difficult to find competent artists in their respective niches than programmers and designers. Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level. Especially in the area of software engineering, game studios also have to compete with other fields with inherently better work/life balance, which is far less so the case with e.g. texture artists, modelers and animators.

        Art can also be produced sequentially in large numbers and making more of it at a certain high enough level of quality makes a game appear more valuable to consumers. It’s practically guaranteed: Spend more on art, have more stuff you can impress people with, a more enticing value proposition. You can spend a fortune on game design and programming, but that’s invisible and there is far less of a guarantee that it’ll work out in the end (see: the phenomenon referred to as development hell), let alone attract customers.

        Try marketing a game on mechanics and design instead of graphics. Most people pay maybe 15 to 30 seconds of attention to promotional material at best before making a purchasing decision. The vast majority of gamers do not read reviews, let alone whining essays about how some journalist doesn’t care about graphics (which have been written since the 1980s - there’s nothing new under the Sun). You can wow customers with fancy trailers and gorgeous screenshots, but you can not explain why your game that you spent 100 million on game design alone on has better game design than that blockbuster with individually modeled and animated facial hair.

        • Voroxpete@sh.itjust.works
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          2 months ago

          Art skills can be far more easily taught and to a wider variety of people regardless of their inherent talent than software engineering and game design at the required level.

          What an absolutely batshit insane thing to say.

            • GBU_28@lemm.ee
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              2 months ago

              Actually, would the masses care at all about ai art that is finished by a human to make it work? For something like Fortnite?

              • Voroxpete@sh.itjust.works
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                2 months ago

                So, the big problem right now with AI art is that there’s no real way to modify it without basically completely redoing it.

                You can alter the prompts, but due to the intentionally chaotic nature of the models, what you’ll get out is a completely different image. You can’t just be like “I want her head tilted a little more to the left, and give her a bigger smile, but keep everything else the same.” When you’re working on professional art, generally what happens is the artist presents you with each version, from rough sketches to finished line art, to rough paint work, and you request changes as you go. There’s a collaboration as you guide them towards the result you want. But with AI you’re just shotgunning outputs and hoping that one of them lands close enough. That’s fine for your bedroom wall, but not for a professional environment.

                And if you want to have a human artist go in and make those changes to the finished image, they have to contend with the fact that they only have a finished image, not any of the layers from sketch through to brush work to lighting and so on. So they’re basically stuck trying to seamlessly paint over the existing image. That’s harder than it sounds.

                Can artists use AI as a tool? Absolutely. Generate like 50 versions of a scene, use them as references. Or ask it for a sketch, then paint over that in your style. You can correct mistakes and make adjustments along the way. But the idea that humans can just “touch up” AI art to fix the mistakes doesn’t really work.

                • GBU_28@lemm.ee
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                  2 months ago

                  Ok but if possible would the masses care if it was ai generated is my point.

                  I would confidently assume that folks are researching having generative ai actually conducting the tasks of wireframing, skinning, landscaping, skyboxing, WFC tile generation etc

                  It’s not happening now, but absolutely will.

                  But again my point is most folks will not give a shit as long as they can unlock newer better glitter shit

        • SuddenDownpour@sh.itjust.works
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          2 months ago

          Programmer here. While scaling up the work of an increasing number of programmers is probably harder in a pure logistical way, I feel like you’re severely underestimating the difficulty in scaling up an actual artistic vision. Setting up piles of modelers to produce assets like they’re assembly line workers isn’t going to result in a compelling world.

          • taladar@sh.itjust.works
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            2 months ago

            In either case communication is the limiting factor and that scales with quadratic complexity with larger groups (everyone has to be on the same page with everyone else).

    • ColeSloth@discuss.tchncs.de
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      2 months ago

      The author has completely missed the MAIN reason the campaign was good in 2009 and isn’t, now.

      In 2009 the mindset was still that you needed a good single player game to get sales of a game. By 2015 call of duty had it figured out that they could almost completely ignore shoestringing a half asked campaign together and still get massive sales because their players were buying it for the multi-player, and all the money to be made by their fan boys buying it was in the multi-player.

  • mindbleach@sh.itjust.works
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    2 months ago

    Chasing photorealism has been unsustainable since before MW2 came out. You could see where that line was headed. The answer has always been procedural artwork - not randomized, just rule-based. Even if an entire desert gets away with four textures for sand, those shouldn’t be hand-drawn and manually-approved bitmaps. They should not be fixed-resolution. Let the machine generate them at whatever level of detail you need. Define what it’s supposed to look like.

    This is how that “Doom 3 on a floppy disk” game, .kkreiger, worked. It weighs 96 KB. It doesn’t look like Descent. It has oodles of textures and smooth models. Blowing a few megabytes on that kind of content is a lot easier than cramming things down and a lot cheaper than mastering five hundred compressed six-channel bitmaps. Even if every rivet on a metal panel was drawn by hand with a circle tool, ship that tool, so that no matter how closely the player looks, those rivets stay circular.

    You can draw rust and have it be less shiny because that’s how rust is defined - and have that same smear of rust look a little bit different every time it appears, tiled across a whole battleship. Every bullet ding and cement crack can become utterly unremarkable by being completely unique and razor-sharp at macro-lens distances. You don’t hire a thousand artists to manage one tree each, you hire a handful of maniacs who can define: wood. Sapling, tree, log, plank, chair, wood. Hand that to a dozen artists and watch them crank out a whole bespoke forest in an afternoon.

    • Kazumara@discuss.tchncs.de
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      2 months ago

      You propose an interesting approach. I just wonder how the individual streaks of different rust interact with typical graphics pipelines. You can certainly ship a generator, but then for rasterizing the image the texture still has to be generated and shipped off to GPU memory to be used in shaders, won’t you blow through VRAM limits or shader cache limits by having no texture reuse anywhere?

      • mindbleach@sh.itjust.works
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        2 months ago

        Any game with texture pop-in is already handling more data than you have space. “Rage” famously had unique textures across the entire world… and infamously streamed them from DVD, with the dumbest logic for loading and unloading. You could wait for everything to load, turn around, and it would all be blurry again.

        Anyway if you’re rendering ten zillion copies of something way out in the distance, those can all be the same. It will not matter whether they’re high-res or unique when they’re eight pixels across. As Nvidia said: if you’re not cheating, you’re just not trying.

    • icesentry@lemmy.ca
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      2 months ago

      How do you think modern games are made? Procedural generation is used all over the place to create materials and entire landscapes.

      • mindbleach@sh.itjust.works
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        2 months ago

        But never ships clientside.

        These tools have been grudgingly adopted, but only to make ‘let’s hire ten thousand artists for a decade!’ accomplish some ridiculous goal, as measured in archaic compressed textures and static models. The closest we came was “tessellation” as a buzzword for cranking polycount in post. And it somehow fucked up both visuals and performance. Nowadays Unreal 5 brags about its ability to render zillion-polygon Mudbox meshes at sensible framerates, rather than letting artists do pseudo-NURBS shit on models that don’t have a polycount. And no bespoke game seems ready to scale to 32K, or zoom in on a square inch of carpet without seeing texels, even though we’ve had this tech for umpteen years and a texture atlas is not novel.

        Budgets keep going up and dev cycles keep getting longer and it’s never because making A Game is getting any harder.

  • Th4tGuyII@kbin.social
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    2 months ago

    Honestly, I have to agree with the article - while you could say graphics have improved in the last decade, it’s nowhere near as much as the difference as the decade before that.

    I’d easily argue that the average AAA game from a decade ago looks just as good on a 1080/1440p display as the average AAA game today - and I’d still bet the difference wouldn’t be that noticeable for 4K either.

    And what do we gain for that diminishing return on graphics?
    Singleplayer games are being made smaller, or vapid “open worlds”, and cost more due to more resources going to design teams rather than the rest of the game.
    Meanwhile multiplayer games get less frequent and smaller updates, and that gets padded out with aggressive micro-transactions.

    I hate that “realistic” graphics has become such an over-hyped selling point in games that it’s consuming AAA gaming in its entirety.

    I would love for AAA games to go back to being reasonably priced with plainer looking graphics, so that resources can actually be put into making them more than just glorified tech demos.

    • Shawdow194@kbin.social
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      2 months ago

      Well it’s a scaling effect and diminishing returns

      To the human eye 480p vs 1080p is significant but 4k vs 8k is hard to tell

      I think focusing on new technologies such as AI upscaling/world generation or VR is a better use of developers time and pushes the industry back into the innovative space it’s supposed to be

      • taladar@sh.itjust.works
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        2 months ago

        VR will always stay a niche technology just because of the limited circumstances where people can use it (e.g. not on the move, not while watching kids,…).

        • Shawdow194@kbin.social
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          2 months ago

          I agree

          I should’ve clarified VR/ AR. I do think AR will be a large part of daily life and apply much further than video games in the not too distant future

    • ColeSloth@discuss.tchncs.de
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      2 months ago

      There’s hundreds of great games on pc to play without all the focus on graphics. You just can’t focus on industry giant game devs. Go play Stardew Valley, or Hades, or Subnautica.

      • Th4tGuyII@kbin.social
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        2 months ago

        Of course there are, and I do - but the focus of the article, and thus the thread was on the AAA gaming space and its obsession with graphics.
        Smaller studios and Indies already figured out the whole “you don’t need to be able to see every fibre of a character’s hair in order for a game to be good” thing

  • iegod@lemm.ee
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    2 months ago

    I want shorter games, on average. 10-20 hour completion times would be right up my alley.

    • Blackmist@feddit.uk
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      2 months ago

      I blame Far Cry 3 for this proliferation of open world bobbins. So much shit to do and almost none of it is worth doing.

      • Ben Hur Horse Race@lemm.ee
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        2 months ago

        I tried to play borderlands 2 and I was moving happily through the main story when I realized I was way, way under-levelled for the next part. I then realized I needed to go do half a dozen of the 30 or so fetch quests I had ignored up to that point. I did not continue playing Borderlands 2

        • Blackmist@feddit.uk
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          2 months ago

          You were more patient than me. I lasted about an hour of it. I just don’t think FPS gameplay and RPG stats gel at all well. Can’t stand Destiny for the exact same reason.

          Call me a traditionalist, but I expect enemies that take bullets to the face to do the decent thing and drop down dead, rather than just take very slightly more damage.

          • tigeruppercut@lemmy.zip
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            2 months ago

            That’s why Shadow Warrior 2 was so disappointing after the first reboot. Reboot was an updated fps thay even managed to make the sword melee relevant through the whole game. 2nd one was a bullet spongy mess

          • frazorth@feddit.uk
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            2 months ago

            I enjoyed Fallout 3. But I agree with the general point. RPG/FPS’ rarely gel.

  • magnetichuman@fedia.io
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    2 months ago

    I just want games where the devs get to release the game they wanted to make without the studio enshittification microtransactions, always-online single player and so on tagged on to it.

    • DdCno1@kbin.social
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      2 months ago

      They do exist and in greater numbers and variety than ever before. Play Undertale, Baba is You, BeamNG.drive, FTL, Disco Elysium, Emily is Away, Islanders, NEO Scavenger, Rodina, Whispers of a Machine, Proteus, etc.

      Totally random examples, but I could name dozens more. We are spoiled with great games that are pure expressions of their developers’ visions. There are more of them than anyone can realistically ever play.

    • frezik@midwest.social
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      2 months ago

      Activision and Electronics Arts were both started by people who wanted to put game developers first. Gathering of Developers, as well, which was eventually absorbed into Take Two.

      It’s not something that seems to last in this industry.

  • GBU_28@lemm.ee
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    2 months ago

    Super flashy modern graphics are the RGB keyboard of gaming.

    • Kedly@lemm.ee
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      2 months ago

      Hey man, I like playing ASCII graphics indies on my 2k gaming tower with its wireless rgb keyboard. I can be gaudy and tasteless abd still mostly avoid graphically intense games

  • SuddenDownpour@sh.itjust.works
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    2 months ago

    Currently enjoying a several weeks-long run in Rimworld. Potato graphics go really far is the gameplay design is solid.

    • Saledovil@sh.itjust.works
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      2 months ago

      White letters on light brown wood texture (trailer on steam at 0:07). Also, the big “Press E to talk” looks heinous. Plus you don’t have full control over where it appears, at one point in the trailer (0:42), it’s on white background. Going by the trailer, you’re trying to make the game look like the product of a inexperienced amateur, while the game itself is actually a subversive masterpiece, similar to the doom mod “MyHouse.wad”. Hats off to you if you manage to pull it off, but if not, you’ll have fallen flat on your face. Metaphorically, of course.

    • PenisWenisGenius@lemmynsfw.com
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      2 months ago

      As inflation continues to outpace wages, surely more people will start preferring this. $1000 for a gpu is a joke. If I ever develop an indie game my target system is going to be like, a 1.6ghz core i3 and garden variety basic opengl capable graphics card.

    • thisbenzingring@lemmy.sdf.org
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      2 months ago

      this is such a mess amazing collection of ideas!

      I advertised it in a group of kids I know that love this kind of shit, hope it helps :)

    • sugar_in_your_tea@sh.itjust.works
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      2 months ago

      Yup, most of the games I play are either indies or older games. I don’t care much about graphics, I care about gameplay and story, and modern AAA games often lack in both.

  • dindonmasker@sh.itjust.works
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    2 months ago

    I personally want more physics simulations. I always loved 2D falling sand games where everything reacted with each other and after a long time not having games with those mechanics i found noita and i can’t stop playing it. As much for the game loop then for the game’s falling sand engine.

    • detectivesniffles@lemmy.blahaj.zone
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      2 months ago

      starsector deserves so much more popularity. 10/10 would cause the collapse of civilization using hyperillegal ai cores that accelerated the collapse in the first place while getting blackmailed by those self same ai cores again

    • AlolanYoda@mander.xyz
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      2 months ago

      When thinking of space games with limited graphics, the first thing that comes to mind is ASCII Sector.

      But the Star Control 2: The Ur-Quan Masters (or whatever it’s name is now) gets my strongest recommendation. And Starsector looks inspired by it, so I’ll have a look!

  • azvasKvklenko@sh.itjust.works
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    2 months ago

    I’ve got pretty similar thoughts. I wasn’t into gaming all that much up until relatively recently when I built my first gaming PC at the beginning of pandemic. Thanks to that, I’m not only on market for bleeding edge AAA titles, but also discovering 3 dacades worth of PC games. My observation is that games got worse over time. They’re also a lot more expensive to make because it all must be visually impressive, which usually ends up with poor performance and bugs, requiring high-end hardware for the game to run somehow. Quite often games are broken and unoptimized on launch, they have that generic formula, watch cinematic, hold a button, watch some more, here’s your little tutorial fight, now more cutscene and a crappy puzzle. It really makes me feel, if game developers were more limited by hardware constraint and unable to feed legions of normie players to flashy graphics, they wouldn’t have other way to makes games attractive other than with better mechanics and level design.

    Meanwhile Nintendo continues to release bangers for their ancient potato console.

  • AMillionNames@sh.itjust.works
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    2 months ago

    The problem with that is the back catalogue of games that developers have to compete with. There already are better games with worse graphics, the big studios aren’t going to risk competing in that crowded market that already has its crowned victors.