2023-04-22 16:48:06
At least when it comes to big-budget games, I think we’re running into a fucking wall and we’re going to crash against it pretty soon.
Pavel Sasko
Under the wall, the designer meant the growing complexity and cost of creating games like Cyberpunk 2077. After all, even after the developers have done a fantastic job on “Witcher 3”, the new project presented them with unprecedented difficulties.
According to Sasko, the creators of The Witcher often resorted to tricks: for example, the guy behind the bar has no lower half of his body to save on animation, and the screen was taken to black to transition between scenes. And in Cyberpunk 2077, there are no gimmicks in first-person, and it turned out to be incredibly expensive to add quest branches.
Sasko’s words were confirmed by the creative director Dragon Age Mike Laidlaw. He recalled that BioWare, while working on games such as Jade Empire and Star Wars: Knights of the Old Republicthere were simple tools to quickly create most of the dialogues.
We dragged the scene into a level that had lights, cameras, animations and stuff. We called this dialogue “bronze”. And if we added a bit of art – zooming, rotating, shooting at an angle and all that – then the scene became already “golden”. All this had to be included in the budget, so we were very meticulously assessed: how many “golden” scenes can we afford?
Mike Laidlaw
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