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Really they’re right though. There’s really little reason a game can’t be art assets slurped into a pipeline like devops employs. Engine code itself needs to
by theyrightho 6y ago
Really they’re right though.
There’s really little reason a game can’t be art assets slurped into a pipeline like devops employs.
Engine code itself needs to be performant, but from the perspective of “shipping a game”, asset management and build pipelines look ALOT LIKE a devops pipeline but offline.
There’s no artistic or technical reason open license content and, for example, Github actions, couldn’t leveraged to build a game pipeline.
Iterate over that until the results look AAA.
Emotional capture of attention by social norms is the only thing in the way.
Here we are though, accepting inflation as a real thing. Not saying much explicitly about the pressure on our buying power, effectively deflation, that creates.
Why not deflate their profits a bit, I wonder?
Gig artists are out there. Rules for RTS, FPS, and generative algorithms are all well known and documented. There’s literally no reason an open pipeline for compiling AAA games from crowd funded content couldn’t be a thing except for how we are expected to apply attention to such things
- gridlockd 6y agoIf your theory is correct then you (and only you) figured out a massive arbitrage opportunity - while all those deeply profit-oriented business people over at those game studios got it all wrong. More likely though, your theory is just wrong.
- flohofwoe 6y agoIf you want to create an "AAA" game with this production method, it'll take 10 years to complete and still look cobbled together like Frankenstein's monster in the end. Also, you won't get very far with "devops infrastructure", or git, or github since you'll need to process a couple of terabytes of source asset data for each nightly build. You need an experienced team which already has a couple of games under their belt for such an undertaking.