AlexFXR
Member
- Sep 24, 2023
- 487
- 789
- 169
This is what I was talking about, SG and Wiab will exist in the same game universe without interaction, but with mentions of events from the past.No, my words don't contradict themselves, you're just not understanding. SG is based on events that have already happened in WiaB. Events in SG are affected by this (the Zane presence). So they are both part of the same overall meta narative. That is what the series is. But SG has a different protagonist, and it remains to be seen if Willi gets any meaningful role in SG. Already we have the conditions that the player can't chose something that leads to Katie's death, and that Ayua is a Zane, Leia, Willi, Kaite, Zoey and Emilio survive whatever happens. Choices that could impact those facts for SG can't be taken, or the game is not connected. It is that simple. The more OCean writes about what happened 20 years earlier in SG, without having finished WiaB, the fewer meaningful choices he can write into WiaB. If for example, Katie does a big reveal of the turf war that leads to the Zane's gaining a business empire that includes the college, he gives away the plot of WiaB, and makes WiaB a kinetic novel. In order for the WiaB choices to be meaningful, he can't give away too much of what happened before in SG.
Now, we know Ocean has said that decisions from WiaB at some point WILL be carried over to SG. I honestly don't think he'll do that though. He has to have coded it in from the start of SG, and he has to have written all the variables in from a finished WiaB. WiaB isn't finished, and SG doesn't have any code connecting the saves that I know about, or any flags related to pre-existing choices. It would be a massive rework to retrofit the changes, unless they are cosmetic script based 'lore' (ie what happened before just being recounted to the new generation)
If I consider a AAA game such as the ME trilogy, each game builds on the previous game, choices made in the first game affect the third. But the series started from the first game, and was developed in a linear fashion. Ocean made a mistake in some ways allowing development on SG before fiishing WiaB. A good example of this is Steven Erickson and Ian Esslemont, writing a series together. Erickson did 6 books before Esslement did his first, so the series is entirely flavoured to Erickson. The idea is that two people can create a more vibrant world, but it requires people to work as a team. In SG's case, that didn't happen, and Ocean picked up the slack. So now we're in a situation where the development is happening in parallel.
I'll let you in on a little secret, there are 2 types of dialogues that are found not only in games, but also in books, etc. The first type is when you're told interesting things about the plot. And the second type of dialogue is when you're given a bunch of meaningless information that doesn't affect anything, it only serves to stretch out the time of the game (movie, book). If you start listening to a dialogue filled with crap, you can safely fast-forward it, because there won't be anything interesting there.If you're fast forwarding the 'chatter' how do you even know the details of the story though? The 'chatter' is where the story predominantly happens, the chatter explains what you see on the renders. I'm guessing you fast forwarded through the book club? This would explain why you don't know all the connections/insinuations between the games.
Have you ever looked into rendering courses? After a certain part of the training they give you a ready-made scene with a toothbrush or a barn (many options) so that you can render it. But you won't be able to do it, it's easier to render an Ocean's scene with 32 people. What's the joke? The problem is in the textures and materials, they are gigantic in size, but that's why they need to be cropped. The same can be said about the scenes with Ocean, if you crop the textures correctly, then you can easily render everything without any loss of quality. I don't understand why you need to make scenes with 32 people that will then be blurred. A good option was suggested by HarryDubois420, you can create at least 1000 low-poly people, they will still be blurred later and no one will notice their poor quality. But I don't see the point in making scenes with a large number of characters. And don't come up with excuses for Ocean, they sound ridiculous.See this is where you are wrong. Speed won't always be comfortable. Just like he's rendering (foolishly in my opinion) scenes with 32 characters. This will have effects on the basketball games. 32 is more than enough for two teams and coaches but he'd better not do too many bystanders. Or he acts with sense and stitches renders together. But these moments in the game with large numbers of characters at full complexity will slow his comupter down. So look at the current dev time for both games and divide the number of renders currently by the number of days. That will give you the average Ocean speed. He'll have just as many hiccups. THere is no comfortable speed - because we don't know if one update (the gala when it happens, or a big basketball match) will have 32 characters the whole update (I Hope not) and that WILL slow the game development down. So I'll stand by my words. Two updates a year for both games would be an amazing result, and is within the capabilities of Ocean to deliver. He can do faster, but he'll get overambitious in some ways - simply because he's always trying to impress. His efforts to do too much make the game better, but also hamstring him.
It's hard to create a game from scratch, but when there are ready scenes and characters, the time for developing a new chapter is greatly reduced, like in DPC, for example. But in Ocean, the development time is not reduced, but constantly increased, don't you think it's strange?
Last edited: