I think there are some misconceptions about how and why these graphical and technical innovations happen in AAA games.
I’ve never seen pushes for these graphical or technological innovations come from senior producers or creative directors. I’ve never seen head office, marketing or sales ask for these things. They usually come from the devs themselves.
I remember once sitting with some colleagues at a conference and we saw the trailer for Horizon Zero Dawn. We were amazed at how well-realized the biome stuff was - especially the grass.
These were graphics people, rendering programmers and tech artists, and they got so excited at what they were seeing they could barely stay in their seats. Next thing I know they’re all talking about how they need to match - or beat - the vegetation in HZD.
The next day they’re talking to people throughout the company, and at graphics technology companies that we partner with, trying to figure out how to have the best vegetation ever in their game.
As a manager, I’m going to let them do this. You want your team motivated and excited.
It takes years to make a AAA game. A lot of the day to day work is slow and very repetitive. People need targets, they need personal goals. They need to have fun.
The player isn’t even necessarily the audience for these achievements . People want to impress their peers more than anything else. Or just be able to say to themselves, hey we did this.
In the last year my team innovated on a bunch of art stuff for TCTD2 we weren’t able to do for launch but that we really wanted to do. In some cases maybe the community doesn’t even notice. But WE know.
Needless to say, the folks working on graphical innovations are not the narrative designers or game designers. It’s not a choice about where to put the energy - it’s about letting each team make their own accomplishments.
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