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File:c50af4d741f58ee86ccbda62c1….jpg (154.4 KB,2048x1470)

 No.100083

Why is it that indie video games are so much better than industry produced games, while at the same time industry produced cinema does much better than indie cinema?

 No.100084

File:54edba6ebcf074a46bf906584….jpeg (540.57 KB,2000x1200)

repostin

 No.100085

maybe manga/comics/writing eats up all the indie talent, whereas video games have to be video games to adequately convey its message

 No.100086

>>100085
True. A lot of it is adaptations

 No.100087

I don't think indie games are actually better than industry produced games. Most indie games are terrible, there are just a lot of them so some are bound to be alright.

I don't watch cinema of any kind so I have no idea about that.

 No.100088

It's because games are an inherently cheaper medium.

You can make a game all on your own in your bedroom. The only thing limiting you is your own ability. If you know how to code, you don't need to hire a programmer; if you know how to draw/3D model, you don't need to hire an artist; if you can make music, you don't need to hire a composer; etc. Everything you can do yourself is a thing that you don't have to delegate to someone else, and thus one less person to pay. Game developers also have things like game engines, plugins, and other premade resources. If I wanted to make a turn-based RPG, I could just buy RPG maker, download a bunch of scripts, and have 90% of the work done for me. Even if I'm doing something more involved, like a 3D platformer, the same principle still applies; someone else has probably already solved a lot of my problems already, and I can build off of their work instead of doing it myself or paying someone to do it.

Film, on the other hand, is necessarily collaborative, and requires a lot of physical goods that pump up the price. You need to pay for actors, props, sets, equipment, etc. As such, your range of creative choices is heavily dependent on your budget. If all you have is yourself and a smartphone, you're pretty much limited to making longform tiktoks; recording a bunch of shots of yourself in your house in different costumes doing funny voices.

 No.100093

>>100088
>you're pretty much limited to making longform tiktoks; recording a bunch of shots of yourself in your house in different costumes doing funny voices.
i could make a good movie doing that and become rich and famous

 No.100095

I guess Youtube is indie cinema huh... never thought of it that way

 No.100097

>>100088
Hmmm, yeah. While games have their own unique aspects (everything about gameplay and its relation to everything else) that makes me see it as requiring developers to juggle more stuff, devs can still make a masterpiece without leaving their home by learning how to do things themselves. I wouldn't use the word cheaper since it's still a loooot of time and effort to make its models, textures, code, etc., whereas something like an indie realist film may not need to pay its actors at all when they're doing it for the sake of art and can easily get all props it needs from what its members already have. Still, you make a good point.

 No.100111

>>100097
>something like an indie realist film may not need to pay its actors at all when they're doing it for the sake of art
The same could be said of indie game devs could it not? Did any of the /v/ OELVNs have actual pay for the people that worked on them during development?

 No.100113

>>100111
Mm, yeah, I'll admit I'm biased towards acting, it just seems easier to me than other types of work.

 No.100117

Many industry games suffer from inclusion of too many cutscenes. It was cool in the PS1/PS2 era when they would put a few in the game for the big moments, but with modern CGI becoming so cheap and storage space no longer limited, they throw in cutscenes for everything. With text dialog you can run through it at the pace you read, but with cutscenes your choice is to either sit there and let the characters talk at their speed or to skip it completely. It turns what should be 5 minutes of reading dialog into 15 minutes of listening to it.

This is especially true in the RPG genre, but I see it elsewhere too. Stuff like God of War or Bayonetta started falling to the issue of they wanted to do some "epic" combat moves that in practice turn into "mash this button or time a button press with the movie". I want to play a game, not watch a low-budget movie built with video game models.

Whereas indie games tend to be straight gameplay.

Although like >>100087 said, there's plenty of mediocre to bad indie games out there that you'll never hear about. And there are good industry games out there too. Half the "problem" is there's so many games out there it's a pain to sift through them for the good ones. Feels like we're back in the Atari era all over again, although at least now we can watch gameplay videos and reviews and stuff to actually see the game before bothering with it.




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