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Re:Deus Ex at 20: The oral history of a pivotal PC game by golergka on Monday June 22, 2020 @11:51AM (#23601569)
Game graphics standard were changing much more rapidly back then. Games released in 1995 and 2000 look much more different than games from 2015 and 2020.
Re:Deus Ex at 20: The oral history of a pivotal PC game by Wohlf on Monday June 22, 2020 @12:53PM (#23602499)
Couldn't a few artists and level designers in 1995-2000 crank out a whole lot more finished products than ones in 2015-2020 though? Seems like you need entire teams to make one level in modern games.
Re:Deus Ex at 20: The oral history of a pivotal PC game by deelowe on Monday June 22, 2020 @01:34PM (#23603081)
I guess it depends on the game, but just looking at a couple of AAA titles, the difference is staggering:

- Half Life -> https://www.mobygames.com/game/windows/half-life/credits

- Horizon Zero Dawn -> https://www.mobygames.com/game/playstation-4/horizon-zero-da...

Re:Deus Ex at 20: The oral history of a pivotal PC game by ohyes on Monday June 22, 2020 @04:46PM (#23606392)
In 1995 individuals would crank out doom WADs and marathon maps like it was nothing. 2.5D was a sweet spot for ease of making something. As a tween with no artistic skill and the family computer I could make maps and mods and texture stuff.

Things got more difficult when everything became legitimate 3D because of unreal and quake. It still happened but IMO was a much steeper curve.