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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: a001f8149a12e72⋯.png (6.42 KB,211x246,211:246,1487004693320.png)

30a343 No.28741

Explain something to me.

why do games need years upon years of hundred of people working on them?

What makes the average game to take so much time and effort?

The coding?

The art?

Is the amount of content it has (hundreds of hours)?

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30a343 No.28743

File: c88a3a9ed2a05d0⋯.jpg (33.53 KB,350x350,1:1,1485960075976.jpg)

>average game takes years upon years with hundreds of people

No it doesn't.

AAA games take a long time despite the large amount of people because the games are relatively much more massive in terms of content and graphic assets and much finer in world design.

Smaller games take a long time because it takes a long time to make something good. You can make a rolling ball in unity easily because you have no plan, you're just doing some random thing. But to design a good game and build all the stories and assets and code and shit for it and make sure everything is good in practice takes time, especially if your team is small.

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30a343 No.28747

>>28741

The main timesink depends on genre of the game and scope of the project.

Sometimes it can be level design (including dialogues etc.), code optimisation or anything else really (engines used to be troublesome in the past as well, as many upstarts had to make their own or rework some old ones).

Its usually 3D assets tho. I still remember the conversion from prerendered 2D to 3D boning rpg's for some 6 years, putting an extra pressure on the budgets, rapidly reshaping dev teams and dropping the quality of the gameplay and storytelling into the toilet as publishers rallied to divert all resources and attention to graphics. I'm still waiting for my real Fallout 3.

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