Is the development time required to make a modern video game increasing drastically?

Is the development time required to make a modern video game increasing drastically?
If so, how come? Maybe because 3D modelling high quality assets takes an insane amount of time???

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is that a serious question ? I mean duh...

i feel like release cycles are getting longer and longer and i can't really understand why.

game dev here, its actually the easiest part in development.

>game dev
that could literally mean anything from "i wrote a hello world program in c++ and try to use sdl" to "i wrote an fps script in unity" to "i work in a company and we published some games" to "i work for ubisoft as a lead designer"

imo the bigger the company, the more problems, arguments and drama can happens.
just look at world of warcraft that was made by like 15 white men

>If so, how come?
Because they have to go back and make "inclusive" content, or get stuck trying to implement the "inclusive" content in the first place and then piss away time pandering over their own virtue signaling so they can feel like its not their fault when the product fails.

>Maybe because 3D modelling high quality assets takes an insane amount of time???
3D modelling doesn't take a large amount of time in and of itself. the only thing that would make 3d modelling take time would be if you have for example, 7 player races and 2 genders for each race, all with different models, and you have to fit 1000 or so items to each model, or if you are adding specific physics to portions of a model.
that takes time.
3d models, no.

>Because they have to go back and make "inclusive" content
is that just a meme or is there any proof this is 1) really happening and 2) really consuming a massive amount of dev time.

>throwing some nigs and trannies into your game takes a significant amount of dev time
Hey I can get behind hating the (((pandering))), but that’s some retarded reasoning on increasing dev times

It's likely written in C++ which is an arcane language compared to what most software developers use and they have to hire turbo autists to program in it

Dragon's Dogma 2 could have little to no graphical improvements and I would still consider it modern.
Really, after the first Crysis game (modded), how can you continue to be blown away by graphics.
Nowadays I'm only impressed if the gameplay is excellent.
I blame you normies, total graphics whores + gigantic plebs so the gameplay takes a back seat.

>this dumpster diving raccoon is supposed to be the hottest girl in the game
what the fuck happened?

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making really good pbr textures seems very hard to me

no, the amount of useless people they hire is increasing dramatically. the development time required depends entirely on the type of game, the tools they use, and how the company is managed.

retard

Looks like you haven't played the game yet, user.

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the devs said they've shown all the romance interests already

Yeah, sure, but it's not that time consuming for industry experts.
The real reason modern games are getting fucked dev times is incompetent directors dicking around for years then crunching with the 1/3 of the time left for the game to come out.
Talent constantly quits, job satisfaction is constantly low, it's just not a very healthy industry.
Things gotta function if you want them done properly and fast (or just release bug ridden messes like ubishit / ea etc.)

>high quality assets

AHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!!!!!!

imagine living like this, I hope for your own sake that you're trolling

3D Art is staying pretty efficient on a per-asset level, but the amount of content needed in a newer AAA game ramps things up.

The real problem is creating something in a big enough scope to appease. A big game needs systems built for internal use just to start creating levels/missions etc. So you spend tons of development time trying to make internal tools just so that you can make the structure of the game. By the time the true development is underway you find a lot of those internal tools underwhelm.

Every feature in a game creates another dependency, and soon you have tons of interconnectedness that you have to account for and test for.

I don't think so, the more ambitious your game the more time it will take. The more detail you want, the more story you want, the more refined gameplay you want, the longer it will take. It's just that for AAA games the ceiling keeps getting higher and higher.

The incel is larping obviously

Literally none of the shit in that picture of yours are attractive and they are all angry man hating feminazis. No idea why you str8 trash are so obsessed with fictional women, thank god your suicide rates are sky high.

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The original Syndicate was made by a single new hire fresh college graduate at Bullfrog in 1993 and is one of the best games of all time. That can't happen today with a AAA studio.

meme with reference to the ME writer for cyberpunk and some meme postings in the cyberpunk threads with articles talking about how its hard and difficult to not make triggering content.

careful blue hair, no one gives a shit if you reeeeeeacism on Zig Forums

no you fucking idiot. its all these black suits lining their pockets under the guise of marketing.

this sounds cringe but i honestly couldnt play remake 3 cause jills sweat was getting me diamonds. i dont game much though

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3D modeling is obviously more expensive than it has ever been, I don't know why anyone would deny it. It is so extravagant and hyper-specialized these days there are people that spend the entire dev cycle modeling two or three characters

Facebook has 52,000 employees. All of those people get paid. Ask yourself how much Facebook has actually improved since the inception of Facebook, how much of that is worth the labor of 52,000 employees?

By comparison Spacex has 8000 employees and is sending rockets to space. There is clearly a reduced return going on. Extreme inefficiencies and bloat.

Look at this shit? This cost 200 million dollars.

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It was 40 people. CDPR has 1100+ people (not including independent contractors and such), and cp isn't even a networked game.

>entire dev cycle modeling two or three characters
>8 years
>4 years per character
no