Probably the best we’d get for story DLCs would be for FO4 or 76 because there’s absolutely no way they’d create new content for a game over a decade old that isn’t Skyrim or the latest entry in another series of theirs that is either fallout or fallout or fallout.
much of a game’s development time is spent creating assets, using a new engine doesn’t mean your existing low fidelity assets suddenly look better, just better lit
Eh, a lot of it also has to do with designing things, not the producing assets. If you’re just doing a remaster and upgrading assets that already exist, it should take a lot less time than building something from scratch.
that’s just simply not true. if you look at the project lifecycle for a game very little resources are spent in preproduction, the bulk of the time is in production. preproduction usually has all of the core mechanics and ideas implemented by the end, then it’s just about executing on that plan. there’s not a lot of experimentation and iteration once you are in full tilt production mode
Fallout 4 took 7 years to develop and still felt rushed. Exactly how far in advance do you think they knew about the show?
Options:
Any of those could’ve been done in the time they’d know about the FO show release target.
They did do that. It was called Starfield.
Probably the best we’d get for story DLCs would be for FO4 or 76 because there’s absolutely no way they’d create new content for a game over a decade old that isn’t Skyrim or the latest entry in another series of theirs that is either fallout or fallout or fallout.
much of a game’s development time is spent creating assets, using a new engine doesn’t mean your existing low fidelity assets suddenly look better, just better lit
Eh, a lot of it also has to do with designing things, not the producing assets. If you’re just doing a remaster and upgrading assets that already exist, it should take a lot less time than building something from scratch.
that’s just simply not true. if you look at the project lifecycle for a game very little resources are spent in preproduction, the bulk of the time is in production. preproduction usually has all of the core mechanics and ideas implemented by the end, then it’s just about executing on that plan. there’s not a lot of experimentation and iteration once you are in full tilt production mode