PoliteAssasin wrote...
Just because "that's the way it is" doesn't make it right. When EA employees were working 80+ hours a week and not being compensated for it because "That's the way it is", someone finally stood up to it and they were sued. Unfortunately it won't stop until people just refuse to pay for the additional content. The storage chest in Dragon Age Origins is a perfect example of absolute greed. It should have been offered free to players and not included as a "feature" in a DLC that costs money.
Don't get me wrong, though. I have no problem paying for an expansion pack or DLC (Overlord). I just have a problem with the smaller things costing money and DLC being a priority over squashing bugs.
Everything in life isn't free. We currently have an equal amount of free DLc as we do paid DLC. We have enough free content. This content takes lots of work to create. Unless your in the industry, or know the process that they use, you won't understand the extent of the development process. Even for a small piece of DLc such as a weapon or a piece of armor.
Let me just try to break it down a little for you:
Overlord -
The team most likely had to model quite a few static meshes for the environment, although generally its easier to re-use some old ones. But some of the assets on that DLC looked new to me.
After you model the assets, you must UV map them - and that's no easy task, especially for high poly models.After you UV the model, you create a texture for it. But it's not as simple as that. You'd need a specularity and a bump map to get it to look good. Sometimes you'd even need an emissive for textures containng lights, or a bright portion.
Once you've created all of that, and mind you this is for one particular model, you must import those assets into a package in UED. Once you've got your texture in there, you have to create a material out of the components I listed above. Depending on how good you want the texture to look, you'll be spending quite some time in the material editor.
After that, and again mind you that's one static mesh, you go to place your asset in the environment.
Now imagine doing that for about 20-30 meshes. Including unique textures for all of them.
Once you've made your static meshes and materials, you go to create BSP. That's pretty much the foundation for you environment. This also could take a while, depending on the size of your environment. Overlord is pretty big.
After you've layed out the foundations, you must lay out the static meshes, place the lighting, particle effects, path the AI, script the sequences in Kismet and Matinee, and a whole bunch of other stuff that would take me a long time to explain.
This is the process that the devs have to go through to make content. It's no easy task. It takes dedication, hard work.
The reason I posted this was because I want you to see things from their perspective. If you were doing all of this, would you want to release it for free? Or would you like for your hard work to be compensated? I didn't even include all of the details of what they'd have to do. Theres also the VO work, scripting the dialogue and possible outcomes, the list goes on.
Just try to be a little understanding is all I'm asking.
And you've not even gone into the programmers job. I'm a Graphics Programmer myself, specialized in 3D graphics and such, so I'm quite used to it. When I play Mass Effect 2 I'm amazed at the work they've done, that's no easy task at all, even if you're using the Unreal Engine (and on DA:O they made their own engine, as far as I know).
Modifié par Kenrae, 23 juillet 2010 - 07:35 .