Lily from animove, on 14 July 2015 - 06:45 AM, said:
because graphics back then were lower and so devs had more time spending in different features. Now designing a mech and its skins properly is a way more complex and time consuming task than those mw 2 boxes bakc then. So manpower as ressource is a lot more for these tasks compared to bakc then. Also hitboxes were a lot simpler, meaning CPU's had less issus to handle "hitreg". and online world with 24 people and tons of environment is an entirely different thing of complexity now, especially with our not so cubic hitboxes. And now with those features already more complex, testing gets even more complex. So while many teams nowdays have a lot more ressources, the can hardly do more than back in those days, since those additional manpower mostly just covers the additional complexity the features have grown. How many GPU's were available bakc then, how many do you have now? Hardware, their drivers, DX, and whatever other features any OS runs now. All this have to work with modern games not causing crazy stuff.
Guess why games like terraria and Minecraft were able to be done by small teams, because they never had to care about high complexities, since they are all quite slim in complexity and graphics.
And also audience changed, back in the days Baldurs gate and many other games had a specific depth, and were not easy at all, but today with the complexity of software, more money needs to be generated, so more players need to be attracted, and this also means more mainstream simple minded people have gtten target audience. And too many complexity is scaring them off.
days changed, and yes many things got simpler, while graphics went more complex.
Graphics have very little to do to do with coding--which is critical hit and calculations are about. A person who does the coding usually does not have to worry about doing the graphics aspect in addition. PGI could have develped a bit more immersion like in the OP without derailing much. I am hoping that a more complex critical system will be developed later on, cause there is nothing scary about it. Most reviews of a game in Steam actually prefer more immersion in a game. That goes double for a giant mecha battle.
Edited by El Bandito, 14 July 2015 - 07:03 AM.