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Furyo

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Everything posted by Furyo

  1. There are a lot of things that changed since 2007. The holiday season of 2007 was unarguably the real start of this generation. We saw the first AAA games of this gen come out all within a few months of each other, whereas all 3rd party games on x360 and ps3 up until that point were simply ports of PS2 and Xbox titles. Gears of War kinda was the first to pave the way, and if you need a reminder of how low detail certain 1st party games looked then, look no further than Resistance FoM. So yeah we are still in the same generation, but since 2007 competition has been going exponentially better. Whereas Resistance could pass like a good looking game then, you need to put out an Uncharted 2 or God of War 3 now to compete. And whereas Fallout 3 looked barely ok in 2008, New Vegas looks so dated it doesn't even qualify as current gen anymore. GTA, Red Dead Redemption and Assassin's Creed came by and took the throne. So yeah costs have gone up enormously, even within this gen. In the same timeframe, since 2007, the industry has seen a massive move of previously PC gamers to consoles. It's very understandable: 2007 marks the year X360 and PS3 (although the PS3 only really picked up after the Slim design) really started to sell. And the hardcore market has remained stable for over a decade now. There are no more hardcore gamers now than there were when Soldier of Fortune came out. These guys have moved on. They bought the X360 and the PS3, when all they could see from the industry was basically identical graphics they would find on their PC, with very hardcore niche games like Crysis providing one of only a handful of exceptions along the way. The PC market is doing well, but it's changed radically too. You still have that hardcore PC group, the likes of which would sell a kidney to go to QuakeCon. But by far and large the PC market is stuck on WoW, The Sims and Facebook. Finally, on to your last point, it's not just a few weeks worth of work. Allowing players to change the DoF on PC is only possible if you're using an engine that even was built with that in mind in the first place. CryEngine and Unreal will allow that technically speaking, other engines simply won't. And then you need to take into account everything else. For instance, optimization issues that arise from changing the DoF. Or your post effects that no longer get rendered well. There is never a simple change in a 3D engine.
  2. So you're saying that since we were a PC only game in 2007 we need to stick to these roots only until the end of time? The hardcore AAA PC market was still ok in 2007. This is 2011 now. If your point is that the game shouldn't have been called Crysis then, just try and pitch a brand new IP concept to a publisher that doesn't even own you. Good luck getting any funding.
  3. You missed my earlier point that PC games of multiplatform games will remain ports of the console versions since it costs too much money to maintain different assets and code bases for all.
  4. A lot of those same hardcore PC guys are fine with non-AAA games, though. I know I am. I don't even have a PC good enough to run Crysis 2 on Extreme, my video card cost $60 on sale Anyway it's kind of a weird argument/discussion to have, because of what you might define as the features "everything the hardcore PC market wishes they could have". Frequently, that's "good controls, quicksave, options, stable". The "Just don't be RE4" school of thought. Even more frequently, that's "have the game be released at all (I want to play Red Read Revolver )". There really isn't that much of a difference for games made for the PC specifically from multiplatform games, just usability tweaks. I doubt you could find a single person on the internet to claim Half-life 2 is better than Episode 2, despite the former's PC exclusive development and the latter's multi-platform release. If you look past stupid stuff like "oh this one specific texture out of hundreds is lower resolution", the main issues I've heard with Crysis 2 are a) No quicksave, b) different from previous game in series, c) No security in online multiplayer, d) $60. B is kind of a marketing issue. D is out of anybody's control that would care about people complaining about it. A and C are totally fixable things that would make a lot of people happy. As far as the actual gameplay goes, I haven't read any real complaints about how it "plays like a console game" or something except for COD comparisons, which given the multiplayer model.... A lot of PC gamers use consoles as a scapegoat for gameplay elements they don't like because the console focus and focus on regenerating health, cover systems, over the shoulder cameras, and terrible port jobs came in unison to their videogames. But we can easily be more specific than that and find real issues that can't and shouldn't be handwaved away. Quite to the contrary, and only game developers would understand the ramifications behind these subjects. A) Quicksave is a very touchy subject. It's not just "save and load at any time, you're already doing it in some locations, just enable it all the time". Quicksave requires ALL entities in the world to be toggable in a few frames. That means saving all current states of everything that's active. AI, particles, logic, etc etc. This takes ENORMOUS memory space and a LOT of CPU time. Guess what. Consoles don't have much to go around on top of trying to run a game like Crysis 2 on them. The reason save is only at very specific checkpoints on console games is precisely because designers control where it happens and they can unload as much as possible before saving. Otherwise the console crashes out of memory and you don't pass certification by Microsoft and Sony. B) is the hardest thing to do. Not different from previous games? Really? How many sequels have failed because they were "too much like the previous game". The reality is that consoles could not run Crysis 1 with the visual quality of the PC game. No way. Not this generation. So your decision is either change the design to something that can be run on consoles, don't go on consoles at all, or reduce the quality a LOT to try and fit it onto consoles. If you know anything about Crytek, you know two of these options are not even debatable. C) Totally agreed, a MP release with such huge open flaws is an epic fail. I hope Crytek can fix that before long. D) Publishers are trying to maximize their earnings on games they feel are strong enough to warrant it. MW2 started the trend of 60 dollars games, others have followed and more will come. They do it because they can, and if people aren't willing to pay for that, they simply wait and that's no reason to be complaining at all. Can't pay for it, don't get it. Period. Any self entitlement from any gamer to any developer because "they put the studio where it is by buying their product" goes right out the window if you know anything about the gaming industry. Publishers put the studios where they are, customers put the publishers where they are.
  5. The truth of the matter is that until PC as a whole (retail + digital) begins to rake in as many millions of copies sold as the consoles do by themselves, you will never see a studio focusing an entire team on making the PC game feature everything the hardcore PC market (which btw is only a fraction of all these sales) wishes they would have in their games. So 14%, 20%, 25% doesn't matter diddly squat. Start moving 3 million copies on EACH platform then we can start talking. Until that comes, and it never will for AAA hardcore games anymore, you will continue to see PC games being ports of their console counterpart. That can, in some lucky cases, entail having lots of variable, or a DoF change, and plenty of options, but the game will remain designed for consoles in the first place. You cannot, in this day and age, justify creating a team of even as low as 20 people to make a PC version of a AAA game that would be so radically different than the console version. In the previous generation, you saw the last examples when production costs were 10% what they are now. Not anymore.
  6. Update finished. Still got to do the same kind of extended info and credit on other pages, but for now , Crysis 2: http://froughol.com/crysis_2.html Also replaced the font on all buttons.
  7. Furyo

    Rick's Portfolio

    You just won this forum section
  8. It'll be gone tonight when I get home, I got a new one in the works
  9. You're welcome to design me a new one more to your VDG liking This one actually predates my current website design by about two years
  10. Small update with some eye candy shots from Crysis 2. I wanted to give credit where it was due for those levels I haven't made, and whenever possible provide a link to the real LD's website. http://froughol.com/crysis_2.html
  11. Rename "home" to "Games" or "Work" Seen as Gatling Gears doesn't exactly fall in the famous games category, I would work on presenting it in a stronger light, separating it from your personal projects (look at my website for a clear distinction for instance) as you need to show that you have some pro experience already, and aren't just a student looking for a position.
  12. Mechwarrior Living Legends is the one I can think of off the top of my head... (as a total conversion) Yeah and 3 of that team were picked up by Crytek in the past year.
  13. You can now vote for the best weekend to do this, with up to 5 possibilities up for vote. You can also change your vote if you so wish later. Please, let's only have people that will actually make it to vote.
  14. That topic has always been a personal favorite, and the opinions, or info, I get from both parties is that both industries share a lot of similarities and only have very few points of divergence, although these ones can easily be seen as the most important ones. The games industry is currently still growing, and becoming more and more mainstream. With this, and contrary to popular belief, only the smoke and mirrors change with it. The benefits only trickle down to a few fortunate (and skilled and savvy) individuals much like they did in all other entertainment industries when they became mainstream themselves. That's one of the main similarity we now share with the movies industry. 1% is in the spotlight and retains the benefits (and drawbacks) this entails, while 99% stay behind the scenes and continue to work as if nothing changed. Worse, the conditions can get worse over time as more is demanded of them. After all, with mainstream comes more readily available skills and the job market then gets flooded with people who can all seemingly do the same job. This makes your work less valuable to your employer, unless you have set yourself above the rest of the crowd and he's ready to pay for such skills. This is what happened to the movies industry when it boomed in the 30s first then progressively with the rise of the first movie stars in the 50s and 60s. And you could draw a parallel between Charlie Chaplin's United Artists venture and the current indie trend. In order to remain competitive and also to earn the respect of their industry, individuals became forced to set their own shop. Where this comparison stops however is in the details. From a business perspective, the games industry has radically changed its business model in ways the movie industry hasn't in decades. The 90s for the games industry was the era of third party developers working independantly for publishers, then the 00s saw a radical change towards in house developments, only to see the late 00s and early 10s compensate with over the top contraction of all dev forces either by studios closures or projects cancellations. This is due to the nature of the work. The digital nature of the games industry also makes the work very much less location dependant, unlike the movies industry. The movies industry can only outsource the digital work it needs to studios that then work very much so like the games industry ones, but consolidated around a single location all major studios that couldn't be closed down. Their only other choice to lower costs is to choose a cheap location to shoot the movie in, but that work is only very limited in time. In comparison the games industry can only become big in places where labor is constantly cheap (Canada has been that place for the past 10 years or so, but for how long?), and all other once huge powerhouses of the industry saw their numbers dwindle recently with a lot more competition from places looking to attract this new industry. On top of this, and whereas the movies industry is heavily dependant on faces and while one's talent is unmistakably visible to the end consumer, our media does not translate this freely to our customers, no matter how knowledgeable they are. You do not create stars in the games industry with as much ease as you do in movies. Our faces are not out there, and neither are our names. Mainstream barely knows Miyamoto. And it stops there. We don't have our Tom Cruise and George Clooney, and our work is not conducive to ever getting them. This all isn't helping salaries in the games industry VS the movies one. And until we get our stars that commend such paychecks, in all departments, the overall level of the pay will remain lower.
  15. Yeah I remember reviewers saying that about Bioshock, but in the end the world was so enticing you really could do with a second serving. And they did right by the first game, or so I hear, and made a good one too. Prey? They had portals. And those were placed in poorly chosen locations that made your head spin faster than Charlie Sheen snorts lines. The world, characters, art had nothing memorable about them. They could have chosen to base their work on the gameplay portals could create and instead never went beyond the gimmick.
  16. I also won't be able to do it the weekend of the 10th of April, I'm supposed to be back in France then for a family gathering
  17. If there ever was a game that didn't need a sequel, it is Prey.
  18. Who's interested? I was talking to Magnar yesterday and the subject came up, I'd love to get to meet as many of the Core as possible, and I think Stockholm has most of us right now. What weekend would you guys prefer? I'll try and get some followers from Crytek, try and bring everyone together. Edit: Turned this into a poll
  19. Alright I'll play ball and jump on the "what's the inspiration from" bandwagon... The only thing this reminds me of is the slumps of the city of Zalem in Gunnm (Battle Angel in NA). And of course that means it's made of win
  20. That made a bigger bang to me than anything else I've seen in a long while. For such a small team and 9 months, this is stellar.
  21. As everyone else, I simply love your work. Highly stylized, very high quality props. That's the stuff that makes me want to design levels...
  22. This is a lot more sad than it even looks...
  23. Your models could do with more info (wireframe shots, number of tris, textures)
  24. In my experience, level designers don't need to keep everything documented at all, but they do have to follow the strong directions from the level design technical directors (at least when your company actually has them...) and do everything a certain way so that 1) the engine doesn't have to cope with some half assed models and scripting and 2) your lead can assign your level to someone else should the need arise (vacation, tight deadline requiring a more senior person to deliver, etc)
  25. That story trailer is the first one I am really excited about, that was top notch indeed
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