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Thread 719218895

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Anonymous No.719218895 >>719219274 >>719220387 >>719221814 >>719221971 >>719222032 >>719222861 >>719224798 >>719225481 >>719226194 >>719226312 >>719226681 >>719228653 >>719230381 >>719230415
Indiesisters, our response?
Anonymous No.719219227 >>719220387 >>719221439
His argument requires that the means of realism is accessible to all artists. Means of realism is often limited by access to tools and budget in video games. Therefore this is not a philosophical problem for indies, rather it's a point on the merits of AAA games vs AA games, which is an entirely different conversation than the one prompted by this thread.
Nigger.
Anonymous No.719219274
>>719218895 (OP)
Why are you aiming this at indies? This is an AAA thing. When was the last time you saw a realistic indie?
Anonymous No.719220387
>>719218895 (OP)
Graphical realism is only a tiny factor in videogames and doesn't matter for the "perfect videogame", as you can still strive for perfection in other areas even if graphical realism was truly the pinnacle.
Videogames are not limited to just the quality of a 3D model and how well a scene is rendered.
>>719219227
AAA has massive problems with management and coordination that limit it just as much as the access to tools and budget may limit indies.
Anonymous No.719221439 >>719221884 >>719222619 >>719225702
>>719219227
Everyone has access to Unreal Engine yet indies keep making pixelshit and fake PS1 games.
Anonymous No.719221814
>>719218895 (OP)
Based Hitchcock
Anonymous No.719221884
>>719221439
I dont understand why the cant emulate the look of the cgi cutscenes, instead of trying to incorporate the warping and other crap
Anonymous No.719221971
>>719218895 (OP)
fat people are immoral
Anonymous No.719222032
>>719218895 (OP)
This btw is why stylistic low fps in animation looks dogshit.
Anonymous No.719222619
>>719221439
it's massively easier for someone to generate low fidelity assets. if you are a one man operation and you have to texture and model every single unique object in your game lowering your fidelity target is how you get that done. that it invokes some nostalgia is a bonus.
Anonymous No.719222861
>>719218895 (OP)
Why the fuck did you edit this to have the exact opposite message of the original?
Anonymous No.719223045
I want to make my project look like an old game, that'd be neat [laughs]
Anonymous No.719224798
>>719218895 (OP)
If you just suck at painting and cant create realistic depictictions of anything, its not an artificial attempt.
If you have a paintbrush that can only create realistic art, then doing anything else would be artificial.
Realistic 3D games are much harder to develop rather than 2D pixel roguelike deckbuilder platformer metroidvanias with PS2 graphics, so it doesnt apply to videogames, atleast not yet.

Also, videogames should shun realism anyway (in graphics) since its never been the main focus of videogames anyway, videogames are about interactivity to facilitate escapism, not staring at realistic moving pictures of things you cant interact with, thats boring, like sitting in the cuckchair watching a movie.
Triple A studios want to make you believe otherwise because graphics is all they have, and they have spent billions on EASILY ADVERTISABLE GRAPHICS for their engines.
Interactivity has never been their main focus because that actually requires effort on their part, and soul, which they sorely lack. And you cant advertise interactivity (good gameplay for example) as easily as you can advertise graphics.
Anonymous No.719225481 >>719225561
>>719218895 (OP)
Based French Hitchcock.

Also read Baudrillard.
Anonymous No.719225561
>>719225481
>muh simulacrums
Anonymous No.719225702 >>719226276
>>719221439
I think you're forgetting about 500000 "realistic" unity and unreal asset swaps you can find on steam. Turns out high quality 3D is exponentially harder to do than pixelshit and low poly 3D, who would have thought.
Anonymous No.719226194
>>719218895 (OP)
Posted It Again reward
Anonymous No.719226276 >>719226356 >>719226428 >>719226791
>>719225702
It always grinds my gears to see people using the term "exponentially" wrong. You need more than two points of comparison to determine an exponential relation otherwise you could just as well conclude the relation is linear.
Anonymous No.719226312 >>719230470
>>719218895 (OP)
The death of a medium, beautiful, yet none remains to replace it. Our digital fantasies waylaid, what a sight!
Anonymous No.719226356 >>719226482
>>719226276
high quality 3d is quite literally 2 more dimensions than pixel art, thus 2 more degrees of comparison.
Anonymous No.719226428 >>719226542
>>719226276
Would you have preferred he said cubed harder? Or was his connotation too plebian for you?
Anonymous No.719226482
>>719226356
You're comparing high quality 3D to pixelshit/low poly 3D. You can say one is X times harder than the other (linear relation) but saying there's an exponential relation doesn't make sense without there being a series of data points.
Anonymous No.719226542 >>719226658
>>719226428
No. The exponent is actually 0. It is just as hard to make "high-quality 3D" as it is to make low poly 3D, you're just trading developer workload for managerial overhead.
Anonymous No.719226658
>>719226542
nigga you think i know dick about dev workflow, I barely care about the approaching global conflict
Anonymous No.719226681
>>719218895 (OP)
I played northern journey which used irl photos for textures that the dev himself took on his hiking and it resulted in kino atmosphere so I don’t think it’s that simple
Anonymous No.719226770 >>719227032
False equivalence. In film you start from reality and twist it to suit your vision; in games you start from nothing, and build a world your vision can take place. A camera in simulated 3D by default captures only what you want it to, so there's really nothing to shun - except what the dev put in there in the first place. Also, rich of Hitchcock to talk about color when his seminal works lacked it.
Anonymous No.719226791 >>719227067
>>719226276
The more you increase the quality, the more certain elements being to stick out, like standing on uneven ground you can get one foot in the air and other clipping through the floor, or character weapon appearing out of thin air when he equips it. This problem doesn't get noticed as much a with low res graphics. And of course animations demand much more attention too. So I'd say the word fits well enough, as the workload will increase in geometric progression depending on how much detail you want to work with.
Anonymous No.719227032
>>719226770
That's not Hitchcock lol
Anonymous No.719227067
>>719226791
geometric progression is not the same as exponential progression
Anonymous No.719228653 >>719230579
>>719218895 (OP)
Anonymous No.719230381
>>719218895 (OP)
Anonymous No.719230415
>>719218895 (OP)
UFO 50 is great fuck you
Anonymous No.719230470
>>719226312
Looks like Anya from Spy X Family
Anonymous No.719230579 >>719231283
>>719228653
>implying nature is ugly
>implying techniques are perfected
>implying an item can't be enjoyed perpetually
Bold.
Anonymous No.719231283
>>719230579
Work on your reading comprehension