@a light breeze ok what about quake3 though?
Regarding ‘all the same in every direction’, that's the price for open worlds. Even if they have different biomes, due to size and slow traversal, the transition is too smooth to notice the difference, like in the real world.
For me that's really the main reason to doubt the open world idea. I prefer levels, where a new level means new environments and just new stuff. Seeing this stuff is my primary motivation to play games at all.
open world is boring, if i want an open world i touch grass IRL. i want hand curated levels not bland digital open worlds.
Contrary, pixel art is still nice. Here the limitations created a new art form. But with 3D all became ugly, and only technical progress could help it.
i like true retro pixel art but psuedo retro pixel art does not feel right to me
Nah - that's like saying TVs are (or were initially) small, so all they should show is toon animations.
Not an analogy. Movies and tv are carefully directed whereas in games are just free roaming around. And in a movie the action hero just does stuff automatically, it is not required to detect distant NPCs during the heat of battle.
Realistic gfx are necessary for depth perception and immersion in general. I don't want to see real world content in games, but the lighting and detail should convince me about the fantasy content i want to be real,
quake wins again in that regard. A lot of the next gen AAA games have shadow pop in from several meters, quake just has baked shadows that are more immersive.
And it's interesting to see that many people even prefer retro over modern gfx. Again - an opportunity for us.
i wish this were so, but for some reason AAA always will make much more big bux. People seem to gravitate to AAA slop for no reason
Regarding VR, no - they can't solve their problems with realistic gfx. Even less so imo. Their primary visual problem is vergence accommodation conflict, which can't be solved using current display tech. Holodeck is out of reach,
what is that
We will see.
I say: In 10 years, games might be mostly AI generated, and they will be very, very, really very bad.
Current gen Z will remember CP 2077, and they will say ‘Remember? This was a good game!’. lol.
haha
Anyway. You know - it's easy to figure what's bad about games. But there is nothing to learn from that.
It's much harder to realize what's actually good about them. What works, and how. And there is a lot to learn from that.
So if we don't like modern games, we are free to ignore them completely, focusing on the older ones we like, and attempting to bring back what was eventually lost with time.
This works for many indie devs currently. But they do not compete AAA this way, so there is no point to focus so much on criticizing AAA. It's bad marketing anyway. You want to tell why your creation is good, not why others are bad.
both are valid. the one you speak of is copying from others, which is valid as well.
But what still puzzles me to this day is: Why were those old games so dull? Why was there never a pixel with a brightness higher than 50%? Why? Why just grey, brown, and some darker shades of that?
artistic choice
some ask why is fortnite so bright
I did not like that.
isn't there a contrast setting? There is in quake 3. the inital gfx of quake3 were too dull for me so i had to increase the brightness and contrast.
also the devs of quake might have tested it on different monitor settings so it looked different on theirs
Which market? People won't have a job, so no market. They will eat rats, and shitty AI games will be good enough. \:D/
if the ai games suck there will be a market for indie and even AAA games
Catomax26 said:
Unfortunately, everyone is not using Unity anymore because it established a greedy policy: “We're increasing this eligibility limit to 200,000inannualrevenueandfunding,whichwillapplytoorganizationsthatuseandacceptthetermsofUnity6,thenextLTStobereleasedin2024.Forexample,ifyouhave200,000 in annual revenue and funding, which will apply to organizations that use and accept the terms of Unity 6, the next LTS to be released in 2024. For example, if you have 200,000inannualrevenueandfunding,whichwillapplytoorganizationsthatuseandacceptthetermsofUnity6,thenextLTStobereleasedin2024.Forexample,ifyouhave150,000 in combined revenue and funding, you can use Unity Personal starting with Unity 6.” No one is happy with it. Everyone is aiming for Godot now.
unity is good objectively as a game engine. it has a lot of flaws though. one flaw is that they can change their financial license agreement arbitrarily at any time.
one thing i find interesting is that gms2's ide seems more confusing than unity or unreal 4's ide but it is marketed as an easy game dev engine, almost feels like they lost sight of overmar's vision.
Beat me to it with this. I still think they should put some care into small scale projects, such as Paper2D games. As long as i know, blueprint style is the easiest form of Unreal Engine to handle. But still, it feels too spaghetti-fied and it requires just too many actions and nodes to make a little key-press action work. I have seen UE 5 is despised because it feels like a downgrade and Paper2D is crappy. Wish they thought of doing it right with their 2D engine. I still don't know if making key-press combos is even possible.
its like unreal could have kicked gm in the nose with blueprints but chose not to. in theory blueprints could have been epic, when i first saw it it i though it would be like gm. but as i mentioned earlier, for example i try to put keyboard input in it and it does nothing. and they give excuses such as too much input polling. in gm you can have 10,000 objects with keyboard listening, and there are no excuses such as “we can't do that because too much input polling”.