Christopher wrote:You can't tell me they don't have enough people to do anything new. I've seen enough Indy companies with less developers which made great games. For example the game "Magicka" was (in the beginning) created by 5 swedish students. Another example is "The Five Cores". I don't know exactly how much people did this, but I think it was less than 15. And this game looks a hundred times better than the screenshots I saw on Cyans website.
True enough. I recall the Cyan team that made Myst and Riven was relatively small too.
I've always thought with games and computers, the two major limits are your motivation and your available time (although manpower and money always help). Look at what Andy did when converting Plasma Age to Unreal. The result was unfinished, but promising.
Xing developers might fall in that category of people who can do anything because they really want it, and they have the time.
Annabelle wrote:Maybe you are right Sirius but I don't own a PS2 console, I saw their library and I have no attraction toward any of their games.
I fully understand that people might not play games on these consoles. Especially coming from the Myst community. In my case, people tend to consider me an alien when I tell them I hate killing games like CoD, and that I prefer playing Myst
It's just a way to compare the current "level" of fan-Ages. This console was out in 2000, and most games on it have features like dynamic lighting, a much better sound system, better physics, etc, than in most fan-Ages. Some even used shaders to simulate motion blur. So in a way, you could say our most recent fan-Ages are something like 13 years late graphically
Of course that's not really accurate, 'cause depending of the computer, you can display much more polygons than a PS2 could, and at a higher resolution.
There is also the problem of tools. Most fan-Ages are ugly because it's really hard to setup something nice with PyPRP. Also, PyPRP lacks proper documentation. For instance, most Ages use the default black fog, which is highly irrealistic. In some others, the sky is invisible because it's beyond the max draw distance (as in Iceworld). Both of these settings are the most easy to configure, but people simply don't know it's possible :/
What bothers me in those big Ages is that you have to run around for hours. Usually that's no trouble, but when graphics are ugly it's simply boring. Add a few broken mechanisms, such as a misplaced panic link region... a swim region from which you can't exit... an invisible click region... and I simply won't want to play it.
And yet, people who create such Ages are skilled. Just look at Dulcamara's Elodea ! Exploring it online with other players is fun.
That's a type of gameplay that is in almost no other games: explore with friends a huge area, and solve puzzles together. Even Cyan never managed to make an Age of such size.
Modern games can use huge open worlds, but these games are always 9% exploring, 1% thinking, and 90% fighting.
Karkadann wrote:all these wonderfully talented people, talents in all aspects of whats needed, and yet the one talent that seems to be far and few between is the talent to work with people outside of your own klicks
Now you've got a point. We have coders, modelers, texture artists, designers. Few, but we have. But almost no one's working with anyone.
Some skilled people even prefer to setup their own Shard, and forget about the community...