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Graphics/Content formula

delete5230delete5230 Member EpicPosts: 7,081
edited July 2019 in The Pub at MMORPG.COM
A developer that can find the sweet spot between nice graphics and able to PUMP OUT CONTENT has the world in their pocket.

This post was inspired by  Jujuface,  It's his first post ever on this site, where he talks about Warcraft being able to pump out content and make it look good.  Maybe not the best but good.....and able to produce quickly.

It's true I'm not a programmer. I could only say this from an outside point of view. 

But its obvious anyway that few companies have it with games like Guildwars2 and Final Fantasy 14  "they get it", they understand people don't complain about better.   



Games like Elder Scrolls Online must be a nightmare to build expansions, all because they feel the need to be top notch. People don't seem to select a game because of graphics "they simply don't".  It's like banging your head against the wall for nothing. 

Because of this I'm very worried about Pantheon.  Developers for Visionary Realms are one of the founders for mmorpg but their going against the grain of with can be done in modern times with the graphics/content formula.  Being the first doesn't equate to being good.  I don't see them as having their shit together.  Fixing and future content will be a struggle for them (much like my grammar).      

Welcome Jujuface :)
Post edited by delete5230 on
GdemamiWaan

Comments

  • KnightFalzKnightFalz Member EpicPosts: 4,522
    edited July 2019
    Wonderful graphics and voluminous content won't do much for long-term success if they aren't backed up with quality gameplay. Also, I don't know that many would hold up GW2 as an example of a game with frequent content releases.

    Some people do select games based on aesthetics, or at least have a limit on the quality of such they are willing to accept. To suggest this isn't a factor is simply a divorce from reality. It would likely not be the main focus of many MMORPG fans, but all else being equal I expect few would choose the ugly duckling over the graceful swan, regardless of genre.
    CryomatrixKyleranAlBQuirkyAsm0deus
  • delete5230delete5230 Member EpicPosts: 7,081
    Wonderful graphics and voluminous content won't do much for long-term success if they aren't backed up with quality gameplay. Also, I don't know that many would hold up GW2 as an example of a game with frequent content releases.

    Some people do select games based on aesthetics, or at least have a limit on the quality of such they are willing to accept. To suggest this isn't a factor is simply a divorce from reality. It would likely not be the main focus of many MMORPG fans, but all else being equal I expect few would choose the ugly duckling over the graceful swan, regardless of genre.
    The pro and con thing, I get it.

    But I don't think people will not play WoW, GW2 or FF14 because the non maximum graphics. 
  • sunandshadowsunandshadow Member RarePosts: 1,985
    Ironically, recently-popular development philosophies like "fail forward" push games away from a stable system that new content can repeatedly be plugged into, and towards spaghetti code that's terrible to maintain.
    Gdemami
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • agamennagamenn Member UncommonPosts: 67
    I'll take gameplay over graphics, the graphics will get old, while gameplay will remain the same
  • iixviiiixiixviiiix Member RarePosts: 2,256
    edited July 2019
    agamenn said:
    I'll take gameplay over graphics, the graphics will get old, while gameplay will remain the same
    Your are wrong , graphic will remain the same , while gameplay will get change depend on what stage of the game .
    Honestly i never being fan of 3D games they are buggy and have many problem relate to motion sickness , heavy to run , easy to out date .
    I prefer 2D gaming , they are candy for eye
  • CryomatrixCryomatrix Member EpicPosts: 3,223
    I like graphics to be honest, good graphics are like a pretty girl, it isnt everything but it sure helps. 
    Asm0deus
    Catch me streaming at twitch.tv/cryomatrix
    You can see my sci-fi/WW2 book recommendations. 
  • KyleranKyleran Member LegendaryPosts: 43,975
    edited July 2019
    Ironically, recently-popular development philosophies like "fail forward" push games away from a stable system that new content can repeatedly be plugged into, and towards spaghetti code that's terrible to maintain.
    Recently popular? Fix or Fail forward has been around near forever.

    My company requires senior tech exec approval to put code in under such exception and isn't granted very often.

    Tested blackout plans are the standard; while we may be agile now stability is still paramount.

    A good thing for many of us as the firm clears a substantial portion of the world's financial transactions every day.

    Just imagine if Bethesda was a major financial clearing center, we'd be back in the dark ages in a matter of weeks.

    ;)

    MendelAlBQuirky

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  • TEKK3NTEKK3N Member RarePosts: 1,115
    edited July 2019
    I don’t understand the point of the OP, yet again.

    ESO doesn’t have better graphics than FFXIV or GW2. And Pantheon doesn’t have cutting edge graphics either, it’s made with Unity not UE4 ffs!

    The amount of content produced it’s not related to the quality of the graphics.
    You can have good graphics and good content.
    The problem is that making good content and making a decent amount of it, it’s more challenging than making a good looking game.
    That’s why many developers opt for graphics over content if they have to choose, and usually they have to, as the budget for development is getting increasingly smaller across the board.

    Pantheon has ok graphics, nothing special.
    Both EQ and Vanguard had good content and tons of it.
    What makes you think Mcquaid suddenly decided to focus on graphics rather than content?
    There is no evidence whatsoever.
    GdemamiAsm0deus
  • AmatheAmathe Member LegendaryPosts: 7,630
    TEKK3N said:

    I don’t understand the point of the OP, yet again.

    ***

    What makes you think Mcquaid suddenly decided to focus on graphics rather than content?
    There is no evidence whatsoever.
    He doesn't have facts to support his statements. He just makes stuff up while falsely implying knowledge of what VR does internally. If you press him, he will either claim that it's obvious and anyone can see, say that other people all agree with him, or use an inapposite analogy.  


    Cryomatrix[Deleted User]Asm0deus

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • CleffyCleffy Member RarePosts: 6,413
    Content update is more about the tools and ease of integration than graphics. For this ESO is well positioned. It's based on the hero engine which probably has the easiest tools to work with while also making integration simpler. The hard part about Hero Engine is updating the shader coding to allow for more modern techniques.
    A common dilemma for mmorpgs is the size of the game package and to add something without completely breaking everything else. If you were to work with crytek for instance, you would be hitting your head against the table every time you wanted to update the position of a tree in an update. To do an MMORPG properly, you need to separate out many systems then have them communicate with each other properly. This way you can update a particular system without everything flipping out.
    So the issue with content speed is more about early design decisions and not about graphics. This is why a game like ESO can pump out a major content update every quarter.
    Gdemami
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    Amathe said:
    TEKK3N said:

    I don’t understand the point of the OP, yet again.

    ***

    What makes you think Mcquaid suddenly decided to focus on graphics rather than content?
    There is no evidence whatsoever.
    He doesn't have facts to support his statements. He just makes stuff up while falsely implying knowledge of what VR does internally. If you press him, he will either claim that it's obvious and anyone can see, say that other people all agree with him, or use an inapposite analogy.  


    The problem with computer related jobs is that anyone can come and pretend being some kind of expert. I've been a software engineer for over 35 years, and I'll never go on a construction site or in a truck driver inn and tell them I can do their job better than they do. But for computers, it's different. Apparently, everyone becomes an expert just by having a damned Internet connection.
    "Google It!" Many people are "Google experts", or so they claim :)

    If it's read on the Internet, it must be true, right? :lol:

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • sunandshadowsunandshadow Member RarePosts: 1,985
    Kyleran said:
    Ironically, recently-popular development philosophies like "fail forward" push games away from a stable system that new content can repeatedly be plugged into, and towards spaghetti code that's terrible to maintain.
    Recently popular? Fix or Fail forward has been around near forever.

    My company requires senior tech exec approval to put code in under such exception and isn't granted very often.

    Tested blackout plans are the standard; while we may be agile now stability is still paramount.

    A good thing for many of us as the firm clears a substantial portion of the world's financial transactions every day.

    Just imagine if Bethesda was a major financial clearing center, we'd be back in the dark ages in a matter of weeks.

    ;)

    Hmm, interesting.  I had thought it went like this:
    - Before the 90s, development tended to be linear, or at best organized by dividing the game into modes/screens
    - In the 90s, Object Oriented Programming was the god-king
    - Not until 2010 did agile development start to take over
    - 2015-ish first time I heard the term "fail forward" and the focus on starting demos without making any attempt to finish a design document first.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
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