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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)US
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6
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131
Joined
2 yr. ago

  • As with anything pushing technical limits, there's always risk. But what you're describing isnt purely an issue of pushing realism in gaming, it's an issue of pushing for profits above all else. These exact practices happen in less realistic game development as well.

    Anyway, as stated, I don't think all games should try to push the graphical envelope. Most games I play don't attempt this. But I'm glad games like TLOU2 exist and appreciate the devs behind it.

  • Comparing prices directly like this is almost irrelevant imo. And doesn't really dictate what the price of games should be.

    Reasons old games should be pricier:

    • Hardware involved (cartridges/electronics).
    • Total number of customers were smaller, you have to subsidize development with less total sales.

    Reasons why new games should be pricier:

    • Development has inflated to hundreds of people and multiple years (instead of dozens of people and multiple months)

    But at the end of the day, business just price what the market will bear. It's only indirectly related to the cost of production. The margins on some games are insanely high compared to others.

  • As others have mentioned, there are two schools of thought.

    Crisp 4K rendering, no jagged lines, higher details added in textures, etc

    Or emulating the look of a CRT by using high density displays to create the same look.

    https://youtu.be/-B5ebucZ69s?si=0lDLAWdMlN77VQen goes into it a bit. This shows off a device for actual consoles. But the same principal applies when doing it in software for emulators.