Last edited by Daedius; 2020-10-04 at 04:40 PM.
Basically: "Its Free"
The Important part here is, with (I think) any other Major Engine you need to pay the License beforehand, which makes the Development much more Expensive.
With UE you dont have to pay an Upfront fee, and only have to fork over a (small) part of your Earnings.
On Topic:Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.
I dont really dislike these "Pixel Games", but I also think there are way to much out there, and it feels many just want to cash in on the Hype/Nostalgia.
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This is a very big case of "Opinion", I really Hate the look of that.
Especially the Mix of Modern Shaders and Sprites in a 3d Enviroment. Oo
Last edited by LanToaster; 2020-10-04 at 04:43 PM.
Pixel games age well. 3D games, not so much. It takes significantly more resources to develop even a single good 3D model, than it does to create a single sprite.
With 3D, you have to deal with bones/splines, mesh, and textures. You may also have to deal with animation (i.e. if it's a character). Those different parts are generally done by different people, and if they're only done by 1, they take significantly longer. Then you might also have physics on top, which requires someone with the knowledge to program that part of the system and 'tell' the model how to act.
2D on the other hand, only requires you to be an artist (and in some cases, not even a very good one). You don't have splines, or mesh. You just have texture. In the time it takes to put together a single mesh for a model, you can have a full 2D character and all it's animation spines done, and be onto designing the next 'model'.
2D is also significantly less resource intensive on most systems. It's possible to run a 2D game on just about any system, regardless of the platform. A 3D game is more sensitive to the environment it runs in, possibly requiring certain rendering pipelines (such as DirectX) and can't be easily transitioned to another. This, in turn, can make a 2D game feel more responsive.
You can build a 2D game in a wide range of tools. Even tools which aren't aimed at game design can often be rigged to make something, which means you can continue to use the technology you already know.
However, the biggest thing is that it gives the developers a way of bringing something to life. There is nothing quite as frustrating as doing work in a creative industry, but hating the work you're given. It drains you because your passion has turned against you, and you feel no better than you did before you actually got into the industry. Working on projects that make you happy is self-motivating, and helps you practice your trade.
I see. I'm not.
Games I'm tired of, I tend to avoid.
If you are seeing an overwhelming amount of something though, it typically means its selling well.
IE, others are not tired of it, at least not yet.
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Some like the style of pixel games. Most of the time it has to do with small dev shops. I'm sure in some cases, it's due to lazy developers, but that appears to be the exception not the rule.
The Unreal Engine may be free, but the amount of effort needed to use it is not. Gimp is free too, but the vast majority of people would have no idea how to use it well.
I'm sorry, but this makes you look rather vapid. If you are into looks over substance, you do you. But you need to realize that most people's tastes are more refined than that. Story, gameplay, and ideas mean far more than the hottest graphics.
If only there was a way to avoid em, alas that is impossible.
Originally Posted by Blizzard Entertainment
I'd have to say most of my favorite games to this day are still pixel-based games. My all-time favorite that I still replay to this day is Super Metroid, as I never get tired of playing that game. Quite a few SNES titles are still held in high regard even now, and it usually comes down to the love of the craft when making the games that just happened to be constrained by the technology of the time.
Feels too common nowadays that developers espouse that graphics >>>> gameplay/fun, as there's a ton of high-res titles that are absolutely crap to play. Doesn't mean that there aren't crap pixelated games, but it does point towards that what makes a game great isn't necessarily the graphics by themselves. If you judge a book by it's cover (or a game by the pixelated graphics), you could be missing out on some great games.
As others have stated, going for pixel graphics usually is the result of going for a specific style or budget/time/team size constraints. While pixels may be the "in" thing for indie games, I'd say more often than not it's the later reason for choosing such graphics. If anything, I'd be more apt to try a game that focuses on gameplay and the fun aspects of their game, versus sacrificing everything to get as realistic/3D images as possible. Hollywood is a great example of another industry that more often than not sinks millions of dollars into CGI for projects to get them as pretty as possible, yet they don't care about whether the story is entertaining or even makes sense.
“Society is endangered not by the great profligacy of a few, but by the laxity of morals amongst all.”
“It's not an endlessly expanding list of rights — the 'right' to education, the 'right' to health care, the 'right' to food and housing. That's not freedom, that's dependency. Those aren't rights, those are the rations of slavery — hay and a barn for human cattle.”
― Alexis de Tocqueville
Same. I love 2D art style and games with 2D gameplay. But I want it to look lush and crisp- like hand-drawn animation. I never ever desired to play blurry versions of Comix Zone or Aztec Adventure.
I love to play Dead Cells, Demon's Tilt and now Hades
That is not dead which can eternal lie, and with strange Aeons even Death may die.
Pixel art can look great, but it's too often used as an excuse to ignore the aesthetics of a game.
I kinda agree. I don't really mind the pixelated style, but it feels like it has been forced everywhere just because it's back to being cool.
I would love to see more pixel horror games and fewer of the rest.
I don't think you realize the vast gulf in pure cost/time between "beautiful" sprites and "beautiful" 3d models.
AAA produces primarily the later because they are AAA, they have the money and the sheer size.
Indie produces primarily the former because we are not AAA, with little money and size.
There are ways to cheat in 3d and get a lot of use out of a few assets, but it is extremely tricky and the players often catch on anyways.
The amount of highly specialized technical work that must be done on high quality 3d scenes is intense and while it is done by indies it is always limited in scope due to resource limitations.
It doesn't matter if Unreal Engine is free if you don't have enough money/time to produce a full project (not a game jam game or a demo which are much easier).
You mention Wolcen and New World, just look again at the sheer variety and volume of assets that must be produced.
New World is costing millions of dollars to produce and market, and has a large team behind it.
It's ok to like different things, don't play them if you don't like them.. Ya kno, like a normal human being.
Probably running on a Pentium 4
Originally Posted by Blizzard Entertainment