society has moved past the need for unreal engine 5
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@halcy and this flattening isn't necessarily a bad thing. I picked up the term "art directable" from one of the Blender Project Gold videos talking about their amazing digital painting tool. The foundational tech you use or allow in a production has an expressive range where it works best, so, if your expressive range is a procgen digital painting tool like the one Project Gold used, then you can makes something that looks like Project Gold more easily than if you did not have that tool.
@halcy (personally I think Project Gold looks fantastic)
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@halcy (personally I think Project Gold looks fantastic)
@halcy imagine though trying to make, say, Call of Duty with Project Gold's digital painting tool. The results would probably look amazing tbh, but it wouldn't look like Call of Duty.
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@aeva @halcy that's one way to see it, but this sounds like an invitation to be different just out of spite, and that's not motivation enough.
what i prefer to think about are principles and deconstruction: why do we render it the way we do? the first thing that always matters to me is readability: does the player get a good sense of the 3d world they are in?
unable to do much more but scale what it has got, AAA even often violates that, to the detriment of fun.
@aeva @halcy in fact i think the primary reason to play a typical western AAA game is to experience a setpiece with detailed realism, and then only after that come the mechanics, how you actually spend your time there, and they feel kind of bolted on.
compare this to e.g. super mario 3d world, where being able to parse the scene quickly is crucial to a good experience, and so all visual design flows around this goal of enabling the mechanics.
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@aeva @halcy in fact i think the primary reason to play a typical western AAA game is to experience a setpiece with detailed realism, and then only after that come the mechanics, how you actually spend your time there, and they feel kind of bolted on.
compare this to e.g. super mario 3d world, where being able to parse the scene quickly is crucial to a good experience, and so all visual design flows around this goal of enabling the mechanics.
@lritter @halcy a fun thing about making massive worlds with hundreds of people working together in parallel is you have to favor modular designs that require less synchronization between teams, for the same reason you try to avoid it in parallel programs. I think that's why Nintendo abandoned the classic Zelda structure and the new Zelda's all have modular gameplay systems, for example.
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@lritter @halcy a fun thing about making massive worlds with hundreds of people working together in parallel is you have to favor modular designs that require less synchronization between teams, for the same reason you try to avoid it in parallel programs. I think that's why Nintendo abandoned the classic Zelda structure and the new Zelda's all have modular gameplay systems, for example.
@aeva @halcy yep, absolutely. compare to minecraft, whose larger part was done by just one person (hatsune miku), and so you get this systems driven open world game where all systems overlap interplay and relate to each other in a way only someone who doesn't have to coordinate dozens of teams could set up.
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@halcy @lritter @datenwolf I think that's just the flattening effect that most AAA rendering techniques have, and a broader and older problem than just UE5. The big killer feature of PBR is not that it is more Based or whatever, it's that every serious production tool speaks it, so you can drop ship a team of hundreds of people in place (because it's "industry standard"), build something stylistically coherent, and then fire all of them.
@aeva @halcy @datenwolf missed this one. that's a good point.