![]() GTA should be a platform for content delivery between the mainline releases. Guest production and writing could be embraced. The opportunities there are not limited to expecting Dan Houser to spit out a script every six months. ![]() That would not effect environment designers or anything else that comes before the story and character capture phases. Episodes from Southern San Andreas would have made them mint after mint, all they needed to do was to assign people to making them. The landscape is completely different in gaming now. It was converting players left and right. No one was doing very well in that game's support year. They would grow more and get more done if they would actually use these worlds for more than a one-off story.ĮFLC may not have done very well, but that is because Call of Duty Modern Warfare 2 flatlined a great many games when it came out. Rockstar is growing in manpower, and cannot manage to get more than a game every 5 years out at this point. It may take years and years to make a map, and it may take a long time to make all new vehicles and characters and pedestrian sets, but those teams have nothing to do with stories and that side of things. GTA IV should have had a lot more "Liberty City Stories", let alone GTA V should have had a bunch of stories by now. They would make way more money that way than they do with online. They should be making a new iteration of the existing locations every 5 years, maximum, preferably every 3 years, and while environment artists are working on those, existing game should get a new story - be it with new characters, or new stories for the current game's character/characters - every 6 months, to a maximum of a year apart. And I think there's no way we won't get GTA VI.ĭo you want each new GTA to raise the bar or make it like an annual game like Need for Speed: Call of Duty II? I could be wrong though.įinally, I don't agree that GTA IV failed, I think it succeeded spectacularly in making the revolutionary switch to the hd universe. I assume that a game with the scope of GTA VI would take 5-7 years to make (but not more than that I think, since I believe they'll stay in RAGE and the HD universe), so I see the game releasing between 2021, if we're really lucky and get to see an announcement this year, and 2023. My prediction is that they started working on it in 2015/2016. Plus graphics are more advanced today, if they didn't take five years maybe our flip flops woudn't flop in GTA V, think about it.įurthermore, I don't think they started working on GTA VI when GTA V came out, like they've been doing with other GTAs, notably because of Online. Now we all know that the hd universe is different, since judging by GTA V, they bring entirely new things to the table, instead of adding only new content for the most part, for example the 3 character switching mechanic. GTA San Andreas used a lot of what they had in the two previous games, and even then, it still took 2 years. Vice City went to bring other things, like bikes, functional flying vehicles, safehouse interiors, cloth switching mechanics, etc. GTA III was necessary to bring the whole 3d experience to Grand Theft Auto. Well, first of all, I don't think it took 2 years for San Andreas to be created, since it takes a lot from III and Vice City. It's just easier to create a game and milk it for 6 years with an online and/or DLC plan than try to pump a new one out every 2 years. ![]() And even then, after all of this, many games have switched to a service format that favours longetivity due to the drastic cost of development now. If you want games pumped out every 2 years you'll have better luck looking at the Indie scene or copy paste developers. ![]() With today's technology and AAA standards it would take 5 years to create a game with as much features as SA. There are typically more VAs involved nowadays too. Most big studios create their own effects and recordings and don't just buy a sound pack anymore. Buying sound samples is not done commonly with big studios like Rockstar. The mo-cap is why many big AA and AAA games have smoother and more fluid animations than a decade ago.Īudio and sound are done with higher quality and need better recording and more time to mix. Most games in 2004 didn't even use ragdoll systems that they had to thoroughly test and tweak. ![]() Texture sizes are also larger and more detailed which takes more time to create.Īnimation systems are more complex and done in mo-cap now in SA era they weren't mo-cap but pre-rendered. Games take twice as long to make now because of all the extra details More polygons a mesh has the more time it takes to create. I'll be honest and say this is a very stupid question. ![]()
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