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City building games have a Soul Problem pt.2

165 points · 155 comments · lexx

  1. stillpointlab · · focus · HN ↗
    I recall working on a sports game where they hired a new art director who had previously worked in Hollywood on visual effects for movies. One of my coworkers had a meeting where the new art director requested that the player's uniforms have cloth simulation in the dynamic cut scenes.

    It was then necessary to explain the difference between pre-rendered scenes and real-time rendering budgets.

    It often isn't a question about whether or not something can be done. In pre-rendered scenes, or screenshots, the budget is very different than in game. At whatever target frame-rate you choose, there is a finite amount of visual effects you can achieve. Spending that budget requires compromise.

    It's easy to live in a fantasy world where you can demand no compromise. The hard thing is doing the most you possibly can given very real budgets and doing so with the people you have available. Not every studio is Rockstar with the ability to throw unlimited devs for several years at the problem.

    1. Grombobulous · · focus · HN ↗
      It seems like it was difficult to even get the simulation part of the game (the important part) correct at launch as well.

      Only now three years later with Iceflake Studios taking over are we starting to see the game turn a corner and become really solid and having a roadmap with some hope.

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