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 No. 402898 >>402899 >>402911 >>404326

why do most modern games look like same? it all looks like unreal engine, unity or going for the retro playstation 1 and 2 era look

 No. 402899 >>402903 >>403020

>>402898 (OP)
Chill out buddy the PS3, Xbox 360 and Wii are gonna be retro in 5-6 years and then things are really gonna ramp up

 No. 402903

>>402899
That was the pinnacle right there

 No. 402904

Its kallēд potolok razvitiya

 No. 402911

>>402898 (OP)
xey also all play the same

 No. 402921 >>402978

1788405264167.jpeg (124.1 KB , 1501x1039)

1788405265053.jpg (77.0 KB , 686x386)

Factual, so sick of modern graphics
>yes our game is 106 Tittybytes large but just hear me out
>everything looks like plastic, shadows are calculated in real time, god rays, and you can see the pores on your guy's face
>and all you're giving up is any sense of stylization or distinct art styles between IPs :^)
Maybe this is a boomer take but I think video games should be small and look a little shitty. If a game looks too good that's actually a red flag for me, I wanna see some polygons. Usually the issue with games that look too good is they tend to be overdesigned, like in a game like Manhunt vs Forespoken, right, they're both set (at least in the beginning, in the case of Forespoken) in urban slums, but the vibe is way different. Forespoken obviously looks way better, but Manhunt is more soulful in its presentation and I feel sells the atmosphere better, because it couldn't afford to be 8 million gorillabytes large and waste space on useless bullshit. So every piece of garbage on the ground, every car, every street sign, is placed intentionally to add to the atmosphere. Working within your boundaries and all that. It's also an issue of the culture surrounding development methinks. While it's obviously good that nobody feels unwelcome in a dev team for their demographic or whatever, I feel that the push for diversification has kinda killed character design. The chick from Forespoken is so lame and forgettable and it's because she feels like a checklist. I have no issue with her being black or a woman, but when it feels like she's those things just so the game can be like "look how progressive we are :^)" it makes me not like her, especially because she's written like shit on top of it. Feels pandering. Sorry for the tangent but video games used to have coherent art styles and cool protagonists
>inb4 so by "cool protagonists" you mean white men? le checkmate...
nyo. the chick from Mirror's Edge is an Asian lady and she's cool. What I'm trying to get at is there's this very millennial (I assume) rejection of traditional film elements in character design. I'm a fan of the idea that not every protag needs to be a supermodel tier action movie hero, and that ordinary people tend to look boring, but come on. Give me an original IP in the last like 5 years with a genuinely cool protagonist design. Fuck it, even a cool enemy design. You can't, and if you can, I've probably never heard of it, because shit is so atomized now that my feed is totally different from yours. Ted K was right about technology.

Anyways, what I'm trying to contrast it with is the development office of ye olden days, when game devs were more like groups of friends fucking around trying to make something cool than slaves to the publisher trying to churn out the most commercially viable product possible. That's why shit like cheat codes and easter eggs are things of the past btw. When the publisher gods have 8 other games coming down the slop tube you need to work on one after another, you don't have time to put stupid shit into your game. At least, that's what I assume the case is for devs these days.

Sad, truly. I just want all publishers ever to explode into gore and bones right now, and let devs be devs, work on games more slowly, make them smaller and with more heart.

 No. 402922 >>402927

Side note but I'm equally sick of muh Dave Szymanski ps2 era graphics horror/boomshoot game. It feels so facetious, like somebody went "Oh? You're sick of mass produced, 8 billion polygon slop? I've got just the thing for you: Mass produced, 300 polygon slop meant to prey on your nostalgia! Buy, buy, buy!"

 No. 402927 >>402928

>>402922
>Dave Szymanski ps2 era graphics
they look worse than ps2 games, it more like roided ps1 games

 No. 402928

>>402927
potäto potāto

 No. 402976

nahhhh lil bro nahhhhhhhh you wildin

 No. 402977

all made by lilliths

 No. 402978 >>403101

>>402921
>Anyways, what I'm trying to contrast it with is the development office of ye olden days, when game devs were more like groups of friends fucking around trying to make something cool than slaves to the publisher trying to churn out the most commercially viable product possible.
theres too many people now trying to make it "big" rather than doing the game because they like doing it. all the soulless fotm friendslop that gets pushed out. or the countless games now that try to look like hollowknight or souls. alot of which feel rather uninspired. which is ironic given that there are far more games currently than there ever was but very few have any cultural sticking power and the ones that do will have boundless knock offs.

 No. 402981

>I feel that the push for diversification has kinda killed character design
i think this is just do to corpo culture because they constantly need to do "what works" for the shitholders too adverse to risk.
>Give me an original IP in the last like 5 years with a genuinely cool protagonist design
the only game i can think of recently that has good designs so far is that new valve game

 No. 402982

as much as i love e33 the chracter designs were rather tame, the enemy designs were rather unique

 No. 402994 >>402995 >>403343

russian piggers.mp4 (2.02 MB , 464x848)

Hate threads like this with obvious questions like do you actually wonder nigger or its rhetorical. Dont wanna point at the elephant in the room but the answer is J.

 No. 402995 >>402998

>>402994
i think this

 No. 402998 >>402999 >>403000

>>402995
You only think about de polish

 No. 402999

>>402998
i think about you too piggy

 No. 403000 >>403001


 No. 403001 >>403003

>>403000
i try not to think about you ur gross

 No. 403003

1785912184804368.jpg (20.7 KB , 300x365)


 No. 403020 >>403102 >>403105

>>402899
I don't think indie game devs are capable of reaching a 7th gen level of graphics, not without ai at least. I wonder how the landscape around ai will look by then

 No. 403101 >>403104

>>402978
Yeah people are pretty much ignorant of the fact that back in 2009 Demon's Souls was a massive risk and basically no one believed that it would work

 No. 403102

>>403020
Indie devs could just not solo uninspired undriven nostalgia fag bed blobs

 No. 403104 >>403284

>>403101
People lnow but they just think if they add a bunch of creative unique stuff together that on its own is something new and creative like some game tjats says its demom souls + sekiro and a littlr bit of bloodborne or some nostalgic ps2 game 100 million people played

 No. 403105 >>403109

>>403020
I would call you dumb for the 4 millionth time for saying "ai" but I'm feeling benevolent today so I'm just gonna pretend you didn't say it instead
"7th gen level of graphics" is actually a fairly small checklist
At minimum you need the following things:
- Pre-baked raytracing (lightmaps)
- Tonemapping/exposure + bloom
- Rudimentary shadow mapping or stencil shadows only enabled on dynamic objects
- Normal mapped materials

 No. 403106

Indie games generally have 3/4 of these things they only lack pre baked lightmaps cuz Unity and Unreal both phased it out in favour of real time shadow mapping for everything even static objects
You might think that if they have so many of these features already, their games would look "true 2000s" already, but the extremely obvious reason why this isn't the case is because what they lack is the spirit of the 2000s
This is the thing that the 2000s being retro will solve, people will remember its spirit

 No. 403107

Also because generally you need to go out of your way to disable a lot of PBR shader features in Unity and Unreal in order to get the older, matte look

 No. 403108

You might also think it'd be trivial to leverage present day ray tracing technologies to build a qrad clone that you could integrate in your Unity/Unreal build process
But sadly this isn't the case as what we call "ray tracing" is a massive lie which is implemented in GPU driver code that like 10 people have seen, ever
So you're better off doing it the old way and just writing a CPU raytracer from scratch to make your lightmaps

 No. 403109


 No. 403122

Also physics, you need physics objects and that's definitely a hard one that you need a third party library for
Luckily there's a new open source one called Box3D (https://github.com/erincatto/box3d) (https://box2d.org/documentation3d/) which seems kinda good

 No. 403124

Of course physics is something that indie devs already have access to through Unity and Unreal but as far as I know it's kinda shit in those games and you can't really do Source engine level stuff that stimulates the imagination

 No. 403284 >>403327

>>403104
Here's another fun Demon's Souls fact that could empower people to make more creative Souls clones: They originally wanted to have a permadeath mode called "True Death" mode
When you think about designing a Souls game around permadeath it immediately necessitates very large changes to the game design:
- Normal death in Body Form, True Death in Soul form
- Recover Body Form when touching own blooodstain
(These first two are how people speculate True Death in Demon's Souls was meant to work)
- Souls don't go to your bloodstain on death
- Level design without blatant ambushes designed to trick the player (immediate improvement)
- Start the tutorial in Body Form, it's set up like DS3's tutorial where the area is easy but the boss is hard for new players, this helps players get their grips with the permadeath mechanics in a semi-safe environment
- Less linear progression - can go to more areas at the start of the run and runs are less long overall - this helps it to feel less painful when going back all the way to the start after death
And probably many more changes I'm not even thinking of

 No. 403285

Also I've thought for years that if Sandy Petersen made a Souls game it'd take over the entire fucking universe

 No. 403327

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>>403284
that does sound intresting and im sure someone could do it in a way that does good service to this idea but its probably not gonna come about in a meaningful way now as fun as invasions as hight stakes as that sounds unimaginably crazy doing some spliced up uninspired "inspired" indie souls like with the added true death gimmick as some seasoning is still bland mush with some basil leaves, im pretty sure there has been souls likes with perma death which is just other backswill roguelite mechanics, the game i was referencing was prison of husks which is described as demon souls mixed with sekiro which i dont even know what that really means aside from sekiro mechanics like deflects and perfect attacks in a slowerish souls like, i get that its supposed to be an easy sell elevator pitch kind of statement but when the game just looks like eveyother psx inspired thing game thing ish garbage it seems like 98% stuff you like and seen before and like maybe 2% things that are special and unique to you, im aware no idea is truly unique and there will always be overlap and subconscious inspirations but theres really a lack of effort to take a risk though in fairness the game seems like a solo devs first somewhat sizable project so i wouldnt expect a demon souls size new idea. demon souls is still inspired from froms previous works and other media but at the core it really is something i think is just an idea a small handful of guys had that really hadnt been seen before so they took the risk and did it but during the process had evolved a lot.

 No. 403332

like most of them wont even take the risks of invasions and like in modern day is that really that crazy
doom 2016 considered it and deathloop did it and that was some boring game everyone forgot

 No. 403333 >>403334

i think my best ever game idea was what i had when i was like 8 and hadnt played onr every game genre and became docile to standardized mechanics

 No. 403334 >>403335

>>403333
we need to thank miyazaki's parents for not allowing him to play games in childhood

 No. 403335 >>403336

>>403334
wait really?

 No. 403336 >>403341

>>403335
yes but idk which interview mentioned it first

 No. 403337 >>403340 >>403344

I just got off a long phone call with my ex-husband. it's time for you both to marry!

 No. 403340

>>403337
What was the cause of devorce?

 No. 403341

>>403336
did they make him go to the chess club i wonder

 No. 403343

gokufact.png (340.7 KB , 1440x1080)


 No. 403344

>>403337
🔎

 No. 404326

>>402898 (OP)
Go on New Grounds or Itch dot io if you want different, yeah different in that they're ancient flash/html gaymes but still half of which are shitty but there's a few gems there too.



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