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toxicTom: Tools and frameworks helped indies along a lot. Many AAA companies have their own toolsets. Add to that the tremendous amount of content that needs to be produced nowadays down to the high-res butt of a burnt out cigarette of an ashtray you don't even notice.
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§pectre: A lot of that is taken care of by 3rd party libraries or automated itself.
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amok: and a factor people do not add in to it - inflation. Those 120 marks in early 90's is not the same as today. If I understnad it correctly, the German inflation between 1995 and today is 42%. A game that cost £20 in 1995, should damd well cost £20 toaday!
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§pectre: It only costs a few pounds now.
---> Point
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§pectre: A lot of that is taken care of by 3rd party libraries or automated itself.

It only costs a few pounds now.
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amok: ---> Point
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The irony is your post applies to you.
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§pectre: A lot of that is taken care of by 3rd party libraries or automated itself.
What do you mean, content? There's a reason AAA games are made by hundreds of people - people who design every fucking pebble on the road that you never stopped to notice. Or the cigarette butt in some ashtray.
Yeah, automated tools - procedural generation are slowly conquering that field, starting with the omnipresent SpeedTree and other tools. Still the bulk is still hand-made. Games simply have become tremendously detailed - from environments to facial animation.

Take for instance motion capture - it's nowadays expected to see fluent, realistic animations, and at first MoCap was a tremendous help, but actually nowadays more money and effort goes into that, than old-fashioned hand-made animation in the past (actors, stunt-men). Down to facial expressions, which really are a lot of work. Esp. the post processing is more of a bitch than most people think. I know a few people from that scene, it's an obscene amount of work to get right.
Post edited January 24, 2021 by toxicTom
So dev, publisher, likely demand levels, % taken by platform/and engine used, average cost of similar type of game, brand name/ip etc...
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§pectre: A lot of that is taken care of by 3rd party libraries or automated itself.
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toxicTom: What do you mean, content? There's a reason AAA games are made by hundreds of people - people who design every fucking pebble on the road that you never stopped to notice. Or the cigarette butt in some ashtray.
Yeah, automated tools - procedural generation are slowly conquering that field, starting with the omnipresent SpeedTree and other tools. Still the bulk is still hand-made. Games simply have become tremendously detailed - from environments to facial animation.

Take for instance motion capture - it's nowadays expected to see fluent, realistic animations, and at first MoCap was a tremendous help, but actually nowadays more money and effort goes into that, than old-fashioned hand-made animation in the past (actors, stunt-men). Down to facial expressions, which really are a lot of work. Esp. the post processing is more of a bitch than most people think. I know a few people from that scene, it's an obscene amount of work to get right.
Didn't Valve have automated facial expressions that were controlled by voice recognition all the way back when Half Life 2 was released?

As for modern day facial animations it would be a simple case of having a set of generic expressions then an algorithm tailoring it to different characters.