Yes, they did, but there are measurements to go along with that.

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[–] 0 points 6 months ago* (2 children)

Some bits absolutely can benefit from thowing bodies at them though. Animation is one of the key areas for that: if you want to give thousands of models hundreds of unique animations you absolutely can split that up by having 100 animators do 10 each rather than 10 doing 100 each.

The increase in desire for graphical fidelity and custom naturalistic animation is a huge driver of the balloning teams and budgets for the AA and AAA games.

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  • [+] 4 points 6 months ago (2 children)
  • [–] 0 points 6 months ago (1 child)

    Clair Obscur and BG3 spring immediately to mind as games with incredibly high production values (=large teams working for a long time) that were successful both commercially and critically. So yes some people do care about that. Especially if you are wanting to make a large mass-market game you cant rely on being the next person to make a terraria or stardew valley.

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  • [+] 2 points 6 months ago (1 child)
  • [–] 1 point 6 months ago

    You're being needlessly agressive in calling people who have a different opinion to you dipshits.

    Clair Obscur in particular would not have worked without the graphical beauty it had. Without wanting to give too much away the game itself is heavily wrapped up in visual art as a medium for both the narrative and the gameplay and it would not havev worked (imo) if the graphics looked poor in comparison to it's peers at the time.

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