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[NY Times] Video Games Can’t Afford to Look This Good

Which proves that great graphics can be achieved without crazy budgets, and that kills the whole argument.

Graphics aren't killing projects, bad management is.
Dunno if I'd generalize that. Globalization hasn't progressed so far that you could directly compare man hour costs between something like a SoCal and a Chinese developer.
 
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It's absolutely not a AA graphics game. One of the strongest points in its favor is high-quality graphics and audio.

The fact that you think so means that actual AA games indeed have no chance anymore.
You have no idea what your are talking about ...
 
There is only one way, right?
D8GNwIC.png
The fuck? hahahah
 
They wont say the real problem which is that the game industry has a competency crisis. You see this in the vast gulf in terms of performance and quality of UEslop vs games that use custom or bespoke engines. You see this when you look at the credits of some middling game and see it had a staff of 300 people and 3000 consultants. the games take 5 years to make which means no lessons and no iteration can be made in a generation.

The most illustrative example is Turn 10’s shift from making 7 games in 14 year, they put out a new Forza every other year, it was always a game with great graphics, they (usually) had tons of content, on 360 they were much better than Gran Turismo and did things like online play and interior cockpits first and better. But last year they released a game that is more accurately called Fartza, it took them six years; it sucked balls, it wasn’t any good, it didn’t even look that good, it had barely any content compared to the last one, and theg lied about reusing content. So how did this super competent team you could set your watch to become another modern dev? They probably spent $200 million on Fartza and it’s a piece of shit.
Mainstream gaming media would never address this issue. Their interest overlap with the bumbling fools who have taken over it - they scratch each others backs. They'll keep transmitting a signal that everything about this area of the industry is "fine and dandy" and distract from this issue.
 
Dunno if I'd generalize that. Globalization hasn't progressed so far that you could directly compare man hour costs between something like a SoCal and a Chinese developer.


It's not about money. There's a competency and management problem, but the media can't discuss it without getting to the bottom and it would get ugly. New studios are putting veterans to shame producing technically great games free of bugs in shorter development times and with fewer people. The salary gap doesn't explain it.

Kojima produced Death Stranding in 3 years from scratch. It's possible when you have a focused team.
 

Hugare

Member
Try telling a story like TLOU with PS1 era graphics or "stylized anime girl from gasha number 19584" visuals

"Oh but Roblox, Fortnite and etc. are making bank". Let's make every youtuber be like Mr Beast then.

Or fuck it, why make an expensive movie like Oppenheimer when Netflix series like The Kissing Booth cam make a lot of proffit from a smaller budget?

These opinion pieces are so fucking idiotic

This is why the industry is at the state it is today. Those people are clueless.
 
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efyu_lemonardo

May I have a cookie?
They wont say the real problem which is that the game industry has a competency crisis.
What's stopping a publisher from putting together a competent team and reaping the rewards?

I'm pretty sure the answer is: development costs, length of time before the expected payoff, and above all: risk of rejection from consumers.

Does having a talented team really eliminate all of those? At most, talent can bring down costs and time, but a great game developed efficiently can still fail and lose a ton of money.

So maybe this isn't just about competence.
 

efyu_lemonardo

May I have a cookie?
Kojima produced Death Stranding in 3 years from scratch. It's possible when you have a focused team.
Kojima is probably able to attract top talent from a variety of fields to work with him, based on his name alone, even if he isn't paying the highest salaries in the industry.

How do you attract the same level of talent without being Kojima? By paying up.
 
They wont say the real problem which is that the game industry has a competency crisis. You see this in the vast gulf in terms of performance and quality of UEslop vs games that use custom or bespoke engines. You see this when you look at the credits of some middling game and see it had a staff of 300 people and 3000 consultants. the games take 5 years to make which means no lessons and no iteration can be made in a generation.

The most illustrative example is Turn 10’s shift from making 7 games in 14 year, they put out a new Forza every other year, it was always a game with great graphics, they (usually) had tons of content, on 360 they were much better than Gran Turismo and did things like online play and interior cockpits first and better. But last year they released a game that is more accurately called Fartza, it took them six years; it sucked balls, it wasn’t any good, it didn’t even look that good, it had barely any content compared to the last one, and theg lied about reusing content. So how did this super competent team you could set your watch to become another modern dev? They probably spent $200 million on Fartza and it’s a piece of shit.
What will it take to bring this into awareness? And not just for videogames but everything, selling incompetence to gaming legacy media sounds like an herculean task.
 
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diffusionx

Gold Member
We need more government funded games from tax payers.

It worked great. Did you see Dustborn?

That shit was GOAT. Everyone loved it. Sold gang busters.

We need more games where the devs get paid for whatever their blessed, beautiful visions are by the state and we should front the bill.
I half believe that Dustborn was basically an art project to make fun of wokies.
What's stopping a publisher from putting together a competent team and reaping the rewards?

I'm pretty sure the answer is: development costs, length of time before the expected payoff, and above all: risk of rejection from consumers.

Does having a talented team really eliminate all of those? At most, talent can bring down costs and time, but a great game developed efficiently can still fail and lose a ton of money.

So maybe this isn't just about competence.
HR primarily. The problem is managerialism. You cannot build a team like you did 10 or 20 years ago.
 

efyu_lemonardo

May I have a cookie?
I half believe that Dustborn was basically an art project to make fun of wokies.

HR primarily. The problem is managerialism. You cannot build a team like you did 10 or 20 years ago.
Is that really the case?
Keep in mind teams were much smaller 20 years ago. It was probably easier to find the required amount of like-minded individuals.

Those are still a finite resource, you know.
 

Fbh

Member
Beyond the whole "only older people care about graphics" argument. Devs/publishers can't afford to indefinitely continue increasing game budgets if the sales don't grow at the same rate.
If your game cost $200 million to make and sold 8 million units and then you make a sequel that costs $350 million to make but it still "only" sells 8 million units that's not a particularly exciting business model.
Not to mention the skyrocketing cost of hardware is probably going to make users with high end hardware a bigger niche than they are now. With rumors of the 5000 RTX series costing $1700+ for the higher tier card we are far from the days of the GTX980 launching for $500 (or was it $600?)

For me graphics have become pretty irrelevant, I enjoy high end graphics but it's not relevant factor in deciding which games I buy. Most of my favorite games this gen don't really focus on cutting edge visuals. I still think last gen we reached the point where graphics became "good enough" and these days I'd much rather see devs focus on strong art direction that's able to run at 60fps with decent IQ on the hardware we already have.

Try telling a story like TLOU with PS1 era graphics or "stylized anime girl from gasha number 19584" visuals

"Oh but Roblox, Fortnite and etc. are making bank". Let's make every youtuber be like Mr Beast then.

Or fuck it, why make an expensive movie like Oppenheimer when Netflix series like The Kissing Booth cam make a lot of proffit from a smaller budget?

These opinion pieces are so fucking idiotic

This is why the industry is at the state it is today. Those people are clueless.

But we can tell the story from TLOU perfectly fine with Ps3 graphics from 2 console gens ago. And the story in TLOU2 is still as impactful even though we are now 4 years into this gen and there are games with better graphics, except the gameplay in TLOU2 is actually better than ever now because we can actually enjoy it at 60fps.

Also Oppeheimer wasn't a particularly high budget movie. It cost less than half than the average MCU crap.
 

RCX

Member
Stop trying to be the next Fortnite.You will fail.

Cut your cloth accordingly, make interesting, appealing games within a disciplined budget.

Stop blaming your audience for your failures. It just means we wont give you a chance the next time you try.
 
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But we can tell the story from TLOU perfectly fine with Ps3 graphics from 2 console gens ago. And the story in TLOU2 is still as impactful even though we are now 4 years into this gen and there are games with better graphics, except the gameplay in TLOU2 is actually better than ever now because we can actually enjoy it at 60fps.
I have to admit this is debatable, I don't think there are any games out there that fight off TLOU2 where it really matters for storytelling, which is animation detail and cutscene direction. The fact it has regressed as much as it did this generation is probably hinting at a competence crisis.
 

sachos

Member
This is why i hope AI can be a saving grace here. Maybe it will never be good enough to make the art for the game (at least not the final art, maybe good for concept stage to try/iterate stuff fast) but for coding i really have hope in the upcoming o series by OpenAI. o3 seems nuts already.
Also, this is why we need next gen to go full steam ahead on RT hardware, you can make a game with "basic" graphics and instantly make it look good with Path Tracing. Or maybe Neural Rendering gets good enough that it all gets automatically solved at some point but that future seems further ahead.
 

efyu_lemonardo

May I have a cookie?
It's funny that with all the comments about gamers in their 40s and 50s, no one is pointing out the other obvious truth: experienced developers, the ones responsible for the games we remember most fondly, are also older now.
Hell, some of them are probably retired or close.
Even if they're still in this industry, they're probably not interested in the same unhealthy work-life balance they had when they were younger. And that's perfectly understandable.

So how do you guarantee that the torch gets passed when your audience is still expecting you to go bigger and better with each successive release? Similarly, how do you set aside the necessary resources to update your tools and technology while still leaving enough room in your budget to make a great game that is profitable? (Hello, Bethesda!)

If you want to talk about a decline in competence, I think these are bigger culprits than DEI.
 
I see some really silly responses in here. The truth is the industry would collapse without the pursuit of better graphics. Without the so-called PC MC buying new Nvidia and AMD GPUs, those companies would struggle and probably die. Any fan of PlayStation or Nintendo definitely want that pursuit to continue, or we wouldn't need new HW every 6-8 years, and those companies collapse. If the Switch 2 launches and is barely any better graphically than the OG Switch, are people going to rush to buy it? Fuck no.

The true problem is, and of course the media don't want to cover it, is a DEI and woke one. We've gone through years where more talented devs have been pushed out just for being white or male (God forbid you're both), or for some woman exaggerating a bad date because she wanted her day in the sun as a member of #meetoo. Those people were replaced by people who were hired because they check boxes, not because that were the most talented, many who feel they are privileged. Now, you need 2 or 3 devs to handle the work that 1 very talented dev could. Then, we have BS consultants who are brought in and have to be paid, as well, to make sure games qualify for DEI investment money, pushing some BS message that gamers at large have made clear they don't want. Of course, if you don't hire them, they'll tell their media buddies to harass your company with bad articles and reviews. Though, we've seen that those have not done jack shit to hurt game sales anymore, especially when it's obvious why the game got bad coverage and reviews.

In short, rip out the DEI hires and replace them with talented devs, even if most of your team ends up being...gasp, evil whities, and you'll be able to shrink your team size. Stop hiring consultants to qualify for DEI investment money that is starting to dry up anyway, and you not only decrease the cost of hiring those consultants, your game also enjoys a better chance of success. Making real money from real customers.
 
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efyu_lemonardo

May I have a cookie?
I see some really silly responses in here. The truth is the industry would collapse without the pursuit of better graphics. Without the so-called PC MC buying new Nvidia and AMD GPUs, those companies would struggle and probably die. Any fan of PlayStation or Nintendo definitely want that pursuit to continue, or we wouldn't need new HW every 6-8 years, and those companies collapse. If the Switch 2 launches and is barely any better graphically than the OG Switch, are people going to rush to buy it? Fuck no.

The true problem is, and of course the media don't want to cover it, is a DEI and woke one. We've gone through years where more talented devs have been pushed out just for being white or male (God forbid you're both), or for some woman exaggerating a bad date because she wanted her day in the sun as a member of #meetoo. Those people were replaced by people who were hired because they check boxes, not because that were the most talented, many who feel they are privileged. Now, you need 2 or 3 devs to handle the work that 1 very talented dev could. Then, we have BS consultants who are brought in and have to be paid, as well, to make sure games qualify for DEI investment money, pushing some BS message that gamers at large have made clear they don't want. Of course, if you don't hire them, they'll tell their media buddies to harass your company with bad articles and reviews. Though, we've seen that those have not done jack shit to hurt game sales anymore, especially when it's obvious why the game got bad coverage and reviews.

In short, rip out the DEI hires and replace them with talented devs, even if most of your team ends up being...gasp, evil whities, and you'll be able to shrink your team size. Stop hiring consultants to qualify for DEI investment money that is starting to dry up anyway, and you not only decrease the cost of hiring those consultants, your game also enjoys a better chance of success. Making real money from real customers.
How can you be so certain that DEI is the cause of inflated costs and not the effect?

As far as I remember the global financial crisis that had a pretty devastating effect on the games industry happened years before DEI was a thing.
 
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kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
As former Square Enix executive Jacob Navok noted to The New York Times, "It's very clear that high-fidelity visuals are only moving the needle for a vocal class of gamers in their 40s and 50s. But what does my 7-year old son play? Minecraft. Roblox. Fortnite."

Just imagine a Hollywood executive non-ironically saying that there's no point in making big budget movies for an adult audience because 7-year olds are more interested in watching SpongeBob SquarePants ... 🤡
 

efyu_lemonardo

May I have a cookie?
Just imagine a Hollywood executive non-ironically saying that there's no point in making big budget movies for an adult audience because 7-year olds are more interested in watching SpongeBob SquarePants ... 🤡
We don't need to imagine: this is exactly the thinking that gave us the MCU, DC, Starwars etc. devouring most of Hollywood's talent and other resources. Adult movies they are not.
 
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How can you be so certain that DEI is the cause of inflated costs and not the effect?

As far as I remember the global financial crisis that had a pretty devastating effect on the games industry happened years before DEI was a thing.
Common sense. When you're hiring based on DEI instead of pure talent, you're not going to get the best people for the job. That's the whole point of DEI. You lower the standards so you can make up some bullshit minority representation of your staff, instead of, I don't know, hiring to make a damn good game. Like I said, you're taking on the cost of two or three devs to cover what one really good one would have done previously.

I believe we also got our first notable taste of it with Mass Effect Andromeda, which was back in 2016/2017. The game where the director had a cup labeled white tears. Who admitted he had hired for DEI. A team where a woman admitted she hadn't been programming anything for a half a decade or more. We saw the end result of that game and its sales disappointment that led to EA bringing a different team to fix the game and putting Mass Effect on the back burner. Now add in the fact that they are more obviously putting in "the message" hard on top of that. It's no wonder Veilgaurd and Concord flopped so hard.
 

tamago84

Member
i dont care for extreme realism...just needs a sensible baseline. otherwise i would just go touch grass. art direction is most important. metaphor refantazio is definitive success in that
 

Killer8

Member
We can still have cutting-edge graphics - we just have to accept shorter games / a smaller scale as a trade-off for that. Something has to give.

Right now projects are taking too long and are too expensive. The industry can't afford to double down and let budgets get even more out of control. All it takes nowadays is for a AAA title to underperform and then swathes of people lose their jobs (if not the entire studio gets shuttered). A lot of the tears at the Geoff's this year about job instability was a direct result of studios operating well above their means and betting it all on the success of the next project.

It's not even like advocating for shorter or smaller scale games should be that controversial. In an era of open-world 50 hour bloat, it would just be a reversion to more of what we had in previous generations.
 

kevboard

Member
there's more to this issue than that tbh.

not only are these "high fidelity" graphics extremely expensive, I also think they kinda suck ass...
with this "fidelity" and this new graphics tech comes artifacts and low resolutions to make them work in the first place.

in my opinion, to this very day, there's not a single game on the market that looks as good as the Wii U Zelda graphics demo from 2011.
it doesn't use any modern graphics effects, just HIGHLY polished tech from the past.



immaculate planar reflections, great baked lighting, amazing use of normal mapping, hand placed light shafts, smooth Antialiasing, just enough polygons to make it look seamless, good looking shadow maps and prebaked shadows.

it looked basically perfect and ran in real time on Wii U hardware in 2011.
and yes, graphics demos are a whole nother beast compared to actual games... but come the fuck on! 13 years later not a single actual video game looks this cohesive and flawless.

since then so much temporally unstable bullshit has been added to games for the sake of "fidelity" and "realism" that TAA needs to blur the image to hide the instability of shadows, AO, reflections and even the fucking hair of characters!
I really wonder what a AAA dev team could accomplish using exclusively graphics tech from the PS360/Wii U era, and pushing it as far as they can on modern consoles and PCs.
no dithered SSAO, no SSR, no real time GI, no RT, no TAA etc.
 

diffusionx

Gold Member
Is that really the case?
Keep in mind teams were much smaller 20 years ago. It was probably easier to find the required amount of like-minded individuals.

Those are still a finite resource, you know.
Yes, the explosion in staff you have today is due to the rise of a corporate bureaucracy that did not exist before, that is why I said HR. Other people mentioned DEI, this is part of it.

The funny thing is that even with these huge teams, companies are much worse at managing these teams. Ubisoft used to put out a brand new Assassins Creed EVERY YEAR that was enormous and made by teams across the entire world. Now they struggle to poop out one a generation, and everybody hates it. I doubt the effort behind AC Shadows is greater than the combined effort of AC1, 2, Revelations, Brotherhood, 3, and Black Flag on PS3.

Of course, and I said this before in other threads, Ubisoft purged its leadership a few years ago in a #metoo struggle session and all of the sudden lost the ability to make and put out a game. Even that Mario TBS was delayed like a year. But we aren’t supposed to make that connection…
 
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It's funny seeing some of the comments here agreeing with the article when those same people are the first ones to shit on an exclusive xbox/playstation game if it dosen't look 'next gen' to them.


giphy.gif
 
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it looked basically perfect and ran in real time on Wii U hardware in 2011.
and yes, graphics demos are a whole nother beast compared to actual games... but come the fuck on! 13 years later not a single actual video game looks this cohesive and flawless.
Nintendo might have even realized that developing for the device, considering nothing from them has come close yet. That said, very exciting prospect this demo is likely getting steamrolled in a few months with day 1 SW2 software.
 

efyu_lemonardo

May I have a cookie?
Common sense. When you're hiring based on DEI instead of pure talent, you're not going to get the best people for the job. That's the whole point of DEI. You lower the standards so you can make up some bullshit minority representation of your staff, instead of, I don't know, hiring to make a damn good game. Like I said, you're taking on the cost of two or three devs to cover what one really good one would have done previously.

I believe we also got our first notable taste of it with Mass Effect Andromeda, which was back in 2016/2017. The game where the director had a cup labeled white tears. Who admitted he had hired for DEI. A team where a woman admitted she hadn't been programming anything for a half a decade or more. We saw the end result of that game and its sales disappointment that led to EA bringing a different team to fix the game and putting Mass Effect on the back burner. Now add in the fact that they are more obviously putting in "the message" hard on top of that. It's no wonder Veilgaurd and Concord flopped so hard.
Here's a hypothetical scenario I don't think you've considered:

It's around 2009. The games industry is bleeding, investors are pulling out, projects are being cancelled left and right, talented studios with years of experience under their belts are going down (Free Radical, Factor Five, Eurocom, Mistwalker.. the list is long).

Many of these people are at an age where they desire stability above all and no longer care to work 100 hour weeks, so they don't come back to the industry. Some of them transition to mobile development, others choose paths that take them even further away from gaming.

Meanwhile, the big publishers are gearing up for a new generation: PS4, Xbox One together with tools such as Unreal Engine 4.0 are supposed to make development cheaper and easier, but very quickly it is realized that this is not the case. The bar for entry into development may have been significantly lowered (indies etc), but the bar for expectations has also been raised. Audiences now expect the best works from the previous generation to be the new norm.

But that's an unreasonable expectation: the head of Crytek (another major player that is a shadow of its former self) said as much back in the day: "In order to make a 90+ MC game, you need all members of your team to be at a 90+ level."

Where do you get these developers from when teams are growing and your industry is still recovering from a major drain of talent? You either pay much more or you get other people who are less experienced and willing to work for cheaper. Along the way, you consider that a possible benefit of this approach is that it also allows you to appeal to a broader audience, which is certainly a huge plus since budgets are only continuing to rise.

That seems to explain how we've reached the point we're at pretty well, and it's based on data, not just common sense.
 
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diffusionx

Gold Member
It's funny that with all the comments about gamers in their 40s and 50s, no one is pointing out the other obvious truth: experienced developers, the ones responsible for the games we remember most fondly, are also older now.
Hell, some of them are probably retired or close.
Even if they're still in this industry, they're probably not interested in the same unhealthy work-life balance they had when they were younger. And that's perfectly understandable.

So how do you guarantee that the torch gets passed when your audience is still expecting you to go bigger and better with each successive release? Similarly, how do you set aside the necessary resources to update your tools and technology while still leaving enough room in your budget to make a great game that is profitable? (Hello, Bethesda!)

If you want to talk about a decline in competence, I think these are bigger culprits than DEI.
Old heads retiring and the company being unable to adequately replace them is literally the definition of the competency crisis.

Companies seem to be answering this question by just switching to unreal engine and throwing away their tech which means that yea they can’t replace them. Except unreal engine is ass unless you have technical people of a high skill level to utilize it and these companies do not.
 

Judge Death

Member
The blame lies mostly at Sony's feet, in the same way the reason modern films are shit is mostly the fault of Disney. If you force pretty slop down the mouths of people for long enough that's all they come to expect. A pig couldn't tell the difference between steak tartare and cabbage leaves and nor would it care. Sony did the equivalent of sticking a straw in the ear of AAA gaming and sucking all of the ingenuity and creativity out of it like Daniel Plainview so all that's left is a 300 million dollar game with little or no depth to the gameplay. And that's what people have been trained to want. That's before you even get into the fact that the likes of Sony spearheaded the DEI movement which then alienated the seemingly dwindling audience base for these games. Shouting that you're 'number one' comes with a massive amount of accountability.
 

diffusionx

Gold Member
The blame lies mostly at Sony's feet, in the same way the reason modern films are shit is mostly the fault of Disney. If you force pretty slop down the mouths of people for long enough that's all they come to expect. A pig couldn't tell the difference between steak tartare and cabbage leaves and nor would it care. Sony did the equivalent of sticking a straw in the ear of AAA gaming and sucking all of the ingenuity and creativity out of it like Daniel Plainview so all that's left is a 300 million dollar game with little or no depth to the gameplay. And that's what people have been trained to want. That's before you even get into the fact that the likes of Sony spearheaded the DEI movement which then alienated the seemingly dwindling audience base for these games. Shouting that you're 'number one' comes with a massive amount of accountability.
Sony games look the best in the industry and make solid profits. It’s not Sony’s fault that peasant developers like EA can’t match them.
 

efyu_lemonardo

May I have a cookie?
Old heads retiring and the company being unable to adequately replace them is literally the definition of the competency crisis.

Companies seem to be answering this question by just switching to unreal engine and throwing away their tech which means that yea they can’t replace them. Except unreal engine is ass unless you have technical people of a high skill level to utilize it and these companies do not.
The question should be "Why is it difficult to replace these people?"

And I'm afraid that the popular answer in this thread - because of DEI - isn't satisfactory to me as the main culprit, because we're still talking about a free market.

In this respect, calling it a competence crisis is just covering up the real issue: which is that the most talented people probably don't want to work in this industry when they can find greater success elsewhere and at a lower personal cost.
 
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proandrad

Member
Sony games look the best in the industry and make solid profits. It’s not Sony’s fault that peasant developers like EA can’t match them.
Sony games aren't even pushing graphics nowadays, they are just PS4 games at high framerates with clean IQ.
 
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Hugare

Member
But we can tell the story from TLOU perfectly fine with Ps3 graphics from 2 console gens ago. And the story in TLOU2 is still as impactful even though we are now 4 years into this gen and there are games with better graphics, except the gameplay in TLOU2 is actually better than ever now because we can actually enjoy it at 60fps.

Also Oppeheimer wasn't a particularly high budget movie. It cost less than half than the average MCU crap.
Yeah, we can tell TLOU story on the PS3. But how about the budget? That's my whole point. Its been a while that hardware doesnt matter as much as budget and talent. Hence why we dont see games reaching TLOU Part II in terms of presentation despite it being 4 years and 1 gen old.

And you got my Oppenheimer point, c'mon
 
Try telling a story like TLOU with PS1 era graphics or "stylized anime girl from gasha number 19584" visuals

"Oh but Roblox, Fortnite and etc. are making bank". Let's make every youtuber be like Mr Beast then.

Or fuck it, why make an expensive movie like Oppenheimer when Netflix series like The Kissing Booth cam make a lot of proffit from a smaller budget?

These opinion pieces are so fucking idiotic

This is why the industry is at the state it is today. Those people are clueless.
You talk as though TLOU is some pinnacle of storytelling.
It's not.
There are dozens of games made years before it came out that have much better stories.
 
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