There's an issue in gaming related to content, but surprisingly, it's not actually the lack of content, as popular of an issue as that might be with gamers. Rather, the issue is the development of content itself.
In days of yore, character models were assembled in hours by one man. Levels could be roughly made in days. Games had started and ended development in the same year. This was a time where a dozen people at ID Software could influence an entire industry and genre for decades, when credit lists could fit onto a single screen.
Its in this environment when games or gaming companies would build upon their previous work simply by adding moar content. 10 guns? Now it's 30 guns. 100 cars? Now it's 600 cars. Large world? Now it's largerer worlds!
In the 90s, sequels to many big games weren't 2-3, but 4-5-6, and it stems from content being quick to produce.
It was done so much, it became a habit. Sequels with less content or large augments in design were often chastise for exactly that. I remember Halo 2 reviews jumping straight to criticizing "how short" the campaign was, and Deus Ex Invisible War could never shake its reputation for "shoebox size" levels.
What's the point of setting this stage?
Well, it might explain why the habit as carried on despite the blunt truth that we're living in a completely different world.
Red Dead Redemption 2 was built by two THOUSAND employees. Like Max Payne 3, it went from being a Rockstar San Diego project, to being a Rockstar Studios project, demanding the hands of everyone from their global array of development houses.
All in the name of... content.
Think about it like this. You need a level, so what do you do? You get someone to build it. You need dialogue, you hire someone to write it. You need software tools, you get a programmer to make them.
The overwhelming majority of games are assembled like any other artistic production. You're given a set date with a bundle of cash, and a list of requirements. You need something, so you get someone for said something. The difference is, filming with an 8k camera doesn't require twenty new cameraman to use it.
Yet, that's exactly how games work. There's a reason most art-team credits these days eclipse a prison's inmate list. Studios are told to meet the amount of content achieved when character models were made by Steve in a day, and are then told upon meeting that task, to make moar.
Not to mention, most films are going to be somewhere around two hours (insert Snyder Cut joke here), whereas games have little consistency across the board in-terms of duration. So an RPG is released with hundreds of hours of content built by hand, and then the answer we have for the next game is... moar.
This isn't sustainable.
Other artforms might not have to change their production process due to how much less technology has change their fundamentally development.
But for as much as I love handcrafted games, if we're going to make experiences with more variables, more branching paths, more choices, more reactivity like has always been said yet has actually been whittling down because there's not enough hours in the day, we're going to have to find different solutions.
Maybe it'll be AI Algorithms aligning generating plot-scenarios according to a character sheet, more advanced procedural generation with environments that rival the first inspection detail of something handcrafted, or really flexible game systems that generate infinite interactions, that's basically what all the top level multiplayer games are, and probably why they're so popular to make, as well as to play.
It's an issue I don't have a solution for, yet doesn't leave my mind.
Vilvec
2021-04-24 22:10:01 +0000 UTC