I disagree, I think it would be possible from a successful or competent indie, maybe not a full scale Skyrim perhaps. However I could certainly see a New Vegas happening if it was low poly. Alternatively it would be a successful indie that gets ambitious and can afford to hire the talent. Games like Skyrim aren't actually that difficult to make in modern software, I may start toying with concepts myself just to demonstrate. The issue is making a game world and filling it. Terrain is easy, it's just doing all of the scenario writing and voice acting etc. that requires quite a few people.
The key is not relying so much on procedural generation as devs do now, mind you I'd much rather see a few small towns packed to the brim with content these days and expanded upon later. Baldur's Gate 2 is one of my favourite RPGs precisely for that reason. Amn is wonderful to trawl through for content and all you need to do is find named NPCs or stumble into an encounter.
The problem is when you do have a successful indie and I can't really blame them, if it's something like Terraria or Minecraft the game just turns into money printing for them and they don't really see the need to make anything else because they can just buy a mansion and a Lamborghini and call it a day lol. Since indie overheads are so low they really don't need to work another day in their lives. This is even more true with the fact we're getting good open source software now so there's no need to even worry about licensing.
On a technical level, I agree that it's easily possible and completely feasible.
On a personal level, let's just say some of these devs aren't independent by choice. Some have too much of an ego that it gets ahead of their work, the amount of projects failed because they promised too much is quite the graveyard. That or they don't have the leadership skills to manage a team to keep everyone focused on their part in the project.
I've been thinking about this quite a bit as part of my own plans, Baldur's Gate 3 style shouldn't be a problem. Any kind of 'travelling' RPG or RPG with multiple travel points is just a matter of loading up big scenes when you clicky and move to a different spot, I want to experiment with that and will do when I'm bored because I've gotten much better at that with Godot and I have the time to do it now.
Open world possibly a bit more complicated, Godot has floating point precision support. I've also experimented a bit with scaled buildings and a vehicle controller for open world style gaming. It is like you're pointing out though, would just be a matter of people who are actually capable of working together that will need to do it. This is why I'm encouraging people to check out game dev if they had never considered it before.
I disagree, I think it would be possible from a successful or competent indie, maybe not a full scale Skyrim perhaps. However I could certainly see a New Vegas happening if it was low poly. Alternatively it would be a successful indie that gets ambitious and can afford to hire the talent. Games like Skyrim aren't actually that difficult to make in modern software, I may start toying with concepts myself just to demonstrate. The issue is making a game world and filling it. Terrain is easy, it's just doing all of the scenario writing and voice acting etc. that requires quite a few people.
The key is not relying so much on procedural generation as devs do now, mind you I'd much rather see a few small towns packed to the brim with content these days and expanded upon later. Baldur's Gate 2 is one of my favourite RPGs precisely for that reason. Amn is wonderful to trawl through for content and all you need to do is find named NPCs or stumble into an encounter.
The problem is when you do have a successful indie and I can't really blame them, if it's something like Terraria or Minecraft the game just turns into money printing for them and they don't really see the need to make anything else because they can just buy a mansion and a Lamborghini and call it a day lol. Since indie overheads are so low they really don't need to work another day in their lives. This is even more true with the fact we're getting good open source software now so there's no need to even worry about licensing.
On a technical level, I agree that it's easily possible and completely feasible.
On a personal level, let's just say some of these devs aren't independent by choice. Some have too much of an ego that it gets ahead of their work, the amount of projects failed because they promised too much is quite the graveyard. That or they don't have the leadership skills to manage a team to keep everyone focused on their part in the project.
I've been thinking about this quite a bit as part of my own plans, Baldur's Gate 3 style shouldn't be a problem. Any kind of 'travelling' RPG or RPG with multiple travel points is just a matter of loading up big scenes when you clicky and move to a different spot, I want to experiment with that and will do when I'm bored because I've gotten much better at that with Godot and I have the time to do it now.
Open world possibly a bit more complicated, Godot has floating point precision support. I've also experimented a bit with scaled buildings and a vehicle controller for open world style gaming. It is like you're pointing out though, would just be a matter of people who are actually capable of working together that will need to do it. This is why I'm encouraging people to check out game dev if they had never considered it before.