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I am highly skeptical of the Unreal VTT
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<blockquote data-quote="Ruin Explorer" data-source="post: 8744714" data-attributes="member: 18"><p>Oh dear, really?</p><p></p><p>I said business model, and yes, the business model of a game is almost always determined in pre-production, and usually only changes if something goes very seriously wrong.</p><p></p><p>I didn't assume 3 and 5 & 6 are the same point twice expressed differently. The business model doesn't have to be finalized, it's true. It's just that virtually every project that doesn't finalize it in pre-production runs way over time and budget, because they have to make major feature changes later on to accommodate the new business model.</p><p></p><p>LOL.</p><p></p><p>I mean, that is not even an argument. If you could just throw money at contractors to get things done, well what a wonderful world we'd live in, I'll just say that.</p><p></p><p>How long exactly do you think it takes to develop videogames with the sort of high-res art they're using here? Because it's typically 3-5 years, with huge teams (often many hundreds of people, sometimes over a thousand). Obviously it's going to be less demanding with little animation and so on, but it's still an extremely serious task which is going to require a lot of artists working full-time, for a very long time. You can afford to hire more 3D and texture artists and fewer riggers and animators, at least.</p><p></p><p>Here they appear to have a very small team, with a very ambitious project, a brand new engine, and an uncertain business model. You're welcome to assume that's going to be done in two years, no probs. But I think that's probably pretty optimistic lol.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8744714, member: 18"] Oh dear, really? I said business model, and yes, the business model of a game is almost always determined in pre-production, and usually only changes if something goes very seriously wrong. I didn't assume 3 and 5 & 6 are the same point twice expressed differently. The business model doesn't have to be finalized, it's true. It's just that virtually every project that doesn't finalize it in pre-production runs way over time and budget, because they have to make major feature changes later on to accommodate the new business model. LOL. I mean, that is not even an argument. If you could just throw money at contractors to get things done, well what a wonderful world we'd live in, I'll just say that. How long exactly do you think it takes to develop videogames with the sort of high-res art they're using here? Because it's typically 3-5 years, with huge teams (often many hundreds of people, sometimes over a thousand). Obviously it's going to be less demanding with little animation and so on, but it's still an extremely serious task which is going to require a lot of artists working full-time, for a very long time. You can afford to hire more 3D and texture artists and fewer riggers and animators, at least. Here they appear to have a very small team, with a very ambitious project, a brand new engine, and an uncertain business model. You're welcome to assume that's going to be done in two years, no probs. But I think that's probably pretty optimistic lol. [/QUOTE]
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I am highly skeptical of the Unreal VTT
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