@Zero_epyon said:
First,
https://www.gamespot.com/forums/system-wars-314159282/matt-booty-says-no-next-gen-1st-party-xbox-exclusi-33479354/?page=14#js-message-356432038
...
Also, everything can be scalable. Visuals, AI and physics are all scalable. That's the reality.
So does visual, AI, and physics scaling mean something else to you?
First, which part of
"Also, everything can be scalable. Visuals, AI and physics are all scalable. That's the reality"
equals
"yet you are always making it sound like you can just adjust some settings and magically make a game run on any machine."
Please enlighten me in the equivalency.
Second,
When addressing devs who raised the issue about supporting older hardware with next gen games:
https://www.gamespot.com/forums/system-wars-314159282/devs-have-a-hard-time-scaling-games-down-to-xbox-o-33503097/?page=1#js-message-356660995
I wouldn't be surprised these developers are not even multi-threading their code.
So I'm guessing you think they're incompetent, not lazy.
Lets not deviate from the issue I called you on. You said,
" And when devs come out to suggest to contrary you're nowhere to be found?"
Yet you are quoting me in one of the threads where I am nowhere to be found. 🤔
Third, I'm not saying devs can't do it or will be tripped up. That sounds like something you'd believe based on the posts above. I'm saying it's easier for a dev to do a fade, per your example, than to have to create a new subway ride. That might sound simple but you and I both know creating scenes like that takes time and have a development cost.
The bloody cutscene already exist. What nonsense are you talking about? Even if it didn't you are arguing as if the time and development cost for adding a loading sequence is anything noteworthy to the overall game development of a open world game or any game as a matter fact. Seriously that is your argument? 😐
Take a game like GOW. Using the portals means running around in a circle for a minute or two until the level loads and a door appears. How many weeks do you think it took Santa Monica to build that loading room? How amazing would it be to walk through the portal, see a flash of light and be in the next area within a second or two. No need to develop that path, meaning more dev and artist time towards other parts of the game.
In spiderman's case, I see a spot picked on a map, Miles takes a swing into the distance and lands where he needs to be after a camera cut. That can be realistically done on the new hardware, but for PS4, they have to create new subway rides or other loading scenes (not screens) to hide the loading. It's more expensive and it provides different experiences for players of different consoles. It might be cheaper to just leave the subway ride in and just let the game load, which will create the jarring experience.
Again, you don't know what you are talking about. You are making minor stuff bigger than it is all because you and several others core argument has fallen apart. Here you are arguing that it would take weeks (not sure what arbitrary number you have in mind) to create the circular path in God of War. But, lets entertain this supposed burden; despite the fact that its not. In game development a lot of things are created and never used in the final product. Artist, programmers, sound effect, vfx etc all go through many iterations before the final product. But here you are trying to argue that the creation of a loading section would incur some sort of burden on production.
Its pretty clear, you don't know what the hell you are talking about. Its also clear that you are trying to salvage a weak and border line stupid argument about load screens holding back game development or some other bullshit. Please stop.
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