Hassat Hunter wrote:On the other hand, making a map takes much longer with all the new tech.
So they still need more people to shift out games (that as result only last 8 hours though), thus higher costs, thus higher risks if not selling well.
I had an exquisitely sarcastic rebuttal written up about all games apparently only lasting 8 hours now, but it was needlessly antagonistic, so we'll skip that part. Thing is, the increased costs of level design aren't down to any demands of new technology, it's mainly down to computers being able to handle much more
stuff at the same time, and creating and placing all that stuff takes longer than it would to create and place less stuff.
It seems not everyone universally agrees that more detail is a good thing, but in my own personal opinion, it's significantly more rewarding to create something that looks fantastic than not. If you give me a choice between on the one hand creating a game level from start to finish and having it look like... well like it was created by a game designer, or on the other hand designing it and then handing it over to professional environment artists and have it come back looking fucking extraordinary, I will definitely choose the latter. I'm not the sort of egotist who will sacrifice quality in the end product for the sake of my own ego (I'm another sort of egotist).
I don't remember precisely the first time a game level made me stop to just admire the beauty of it, but it was probably some time in the middle of the last decade. It took a certain level of artistic detail to get to the point where that sort of purely aesthetic experience was possible, and I wouldn't want to trade that in for anything.
Even the modern games that you may think are visually impressive despite being very technically simple probably use much more of the modern technology than you think. I'll bet Limbo is
full of custom shader code.