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by TheOtherHobbes
996 days ago
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It's a similar situation across all of the arts. The tools are now so widely available and there are so many people doing the work - with varying levels of skill - that the real distinguishing factor is marketing. Not quality of output. Not speed of output - as long as that's above a minimum. But marketing effectiveness. Which is closely related to marketing spend. DOOM was dropped into an ecosystem of PC magazines and BBSs and almost sold itself - literally with the shareware release. It had almost no obvious competitors. There was some ad spend, but not a huge amount. Today there are thousands and thousands and thousands and thousands of small/medium games available across multiple platforms. Even for an exceptional game, getting traction in the market is far harder than it used to be. Meanwhile the AAAs have a budget for carpet bomb marketing. Skyrim spent around $15m, which is an insane sum. |
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Maybe in 2D, but I still doubt it. Quality animations that stick out are still a hard problem to solve and many tools that tried to solve that problem back in the day (Flash, Spline, etc.) don't suffice these days. If you can emulate the look and feel of a hand drawn animation without requiring 1 year+ from your artists to produce content, there's an entry point.
For 3D is absolutely isn't true. Or at least, it is only true in that 99%+ of indies struggle to even achieve AA scales of graphic in a timely matter, or with a small enough team. There's plenty of room for efficiency here if you want to pursue that (but yes, that efficiency will itself require years of work on not-directly-games).