![]() ![]() It’s the sort of thing that is rarely - if ever - explained to playersīecause this shit is hard. It proves the power of visualizing basic development techniques to explain how games are made, and how they run. What the Kotaku post proves, and why I like it so much even as developers look down their nose at the discussion, is that there is an audience for this sort of thing as long as there’s an interesting way to show it to the reader. It’s easy to mock someone for not knowing how hard it is to add multiplayer to a game, and lord knows I’ve sometimes been salty online about basic ignorance about game development that bubbles up from forums or Reddit and goes viral, but it’s much harder to actually explain what’s going on and why. We’ve tried to explain, for instance, why multiplayer support for a game can’t just be added in a week. And the moment there is something that interests fans about how a game is rendered, developers make fun of people for not already knowing how it all works? It’s a bad Maybe this is common knowledge for devs but I had no clue, and instead of it being treated like a learning moment it's instead a shitty joke- Alex McHugh April 18, 2017Īnd this double standard has very real consequences when players wonder why some very important thing they’d like in a game can’t just be added in a few days. ![]() ![]() This goes for even the most basic of things in game development, and if the press struggles to get access to explanations that are easy for the layperson to understand, we can’t pass it on. The press can sometimes be stuck dealing with tightly controlled messaging for larger games, and we can’t explain this stuff without someone being willing to break down what’s going on and why. So why aren’t these things talked about more often?ĭevelopers and publishers often pass on explaining technical issues of how games are made, even at the basic level, and PR departments of larger publishers will often pass on sharing technical details of any kind in favor of explaining how great the game is going to be and what pre-order bonuses will be offered. It’s the sort of thing that is rarely - if ever - explained to players, or even the press. Heck, I knew the basics of what the GIF showed, but I still found it interesting to see it laid out in that manner. It'll fire the imagination of young minds and spur other devs along.- Dan Marshall April 18, 2017 A cool gif that shows LOD and culling is of interest. Other developers were a bit more adult about things. The humor is that a site with a gaming focus showed a small detail about how games actually work and readers were interested, and developers are greeting this with derision because it’s common knowledge to them. ![]() Something everyone intuitively knows from the act of playing a game, so it’s never worth discussing or explaining. Neat, right? VPRO Documentary via Kotakuĭevelopers were quick to mock the post for daring to explain a detail of Horizon’s development. The Kotaku post has a little under 80,000 pageviews at the time of this writing, and the GIF is near the top of r/Gaming with over 1,800 comments. It also shows what’s going on in a way that’s easy to understand and explain, which is part of the reason why the story blew up in such a large way. The GIF in question does show something that’s rudimentary if you’ve created a game. What’s annoying is that this is a really, really silly one. The post has become an object of ridicule among certain game development circles, because this is the internet and we needed a controversy today. “And that’s not even counting the robot dinosaurs.” “Every time you move the camera in Horizon Zero Dawn, the game is doing all sorts of under-the-hood calculations, loading and unloading chunks of world to ensure that it all runs properly,” the post stated. A documentary about the creation of Horizon : Zero Dawn was created by the Dutch organization VPRO, and yesterday Kotaku pulled an interesting GIF from the video that showed how the game renders its large environments. ![]()
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