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nesogra

Cormorant
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  1. Like
    nesogra reacted to Jihan in Gordon Walton - Are You The One Who Brought Us The Nge?   
    Also, procedural worlds vs a handcrafted masterpiece. Skyrim's map is amazing but that work takes expensive time and talent.
  2. Like
    nesogra reacted to raeshlavik in Gordon Walton - Are You The One Who Brought Us The Nge?   
    The short answer? No PvE content.
     
    PvE content requires a dozen engineers to create a cool quest/raid system, a dozen content designers to "make poorly made socks up" for it, then handing that over to the dozen asset folks who have to make said poorly made socks look good. Then it needs to be placed in the game by the dozen folks on the world team, then QA'd by a dozen in-house or third-party folks.
     
    By the time you're done making the intro area for your themepark you've spent several million just on salary. So leaving all of that themepark-ness out means you can cut the cost of development by half or more, instantly.
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    nesogra reacted to teh_ninjaneer in Gordon Walton - Are You The One Who Brought Us The Nge?   
    I feel this paragraph relates to Crowfall, as well as other large-scale PvP-focused games.  Particularly the bolded section.
     
    I understand that some people want a lot of customization in games so they can feel like a unique and special snowflake.  But that customization comes at a price.  And for a game like Crowfall, I want big battles.
     
    I don't care about chin sliders, boob sliders, or butt sliders.  Give me a single body type per archetype, a couple of different faces, and let's get as many people as possible on the screen at once.
     
    Also, thank you for the detailed and informative post.  Things like this happen behind the scenes in all types of work but it's interesting to hear about it in other fields.
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