This could easily apply to video games as well. I'm far from convinced you need 2 hours worth of endgame credits spanning multiple layers of personnel to create Assassins Creed: Five O'Clock Shadow of Tranny.
Many a year ago the Wii proved games don’t need super graphics to sell and that’s pretty much all AAA games seem to have. Their animations are trash though.
Recently I heard someone put it like this: "Companies mistake fidelity for quality."
Endlessly upping the polygon count doesn't mean anything when you have bad design or art direction. I'd say crappy animations also fall into that same vein.
In fact, I think that this is contributing to an observation I've had for a while now: Much of the games industry is trying to focus itself on presentability over other things to justify large budgets.
It may be an outgrowth of the growth vs profit mindset that plagues most of the corporate world. They think if they just pour more and more money into it then it'll get bigger and bigger returns on investment. Perhaps we've just hit the point where the industry is mature and needs to accept being profitable rather than endless expansion that isn't remotely realistic. This is just that reality finally catching up with them.
Turns out a modest budget to make a good game gets better returns, but that's not what business types want to hear because it requires them to invest in quality and accept that there's an upper bound on how much money they can make.
This could easily apply to video games as well. I'm far from convinced you need 2 hours worth of endgame credits spanning multiple layers of personnel to create Assassins Creed: Five O'Clock Shadow of Tranny.
Many a year ago the Wii proved games don’t need super graphics to sell and that’s pretty much all AAA games seem to have. Their animations are trash though.
Recently I heard someone put it like this: "Companies mistake fidelity for quality."
Endlessly upping the polygon count doesn't mean anything when you have bad design or art direction. I'd say crappy animations also fall into that same vein.
In fact, I think that this is contributing to an observation I've had for a while now: Much of the games industry is trying to focus itself on presentability over other things to justify large budgets.
It may be an outgrowth of the growth vs profit mindset that plagues most of the corporate world. They think if they just pour more and more money into it then it'll get bigger and bigger returns on investment. Perhaps we've just hit the point where the industry is mature and needs to accept being profitable rather than endless expansion that isn't remotely realistic. This is just that reality finally catching up with them.
Turns out a modest budget to make a good game gets better returns, but that's not what business types want to hear because it requires them to invest in quality and accept that there's an upper bound on how much money they can make.