> Game development has become so bloated these days. You need teams of hundreds or even thousands of people to create a full game
Hard disagree. The accessibility and availability of free resources is higher than ever before for solo devs.
AAA games take large teams because they have more content, and a larger diversity of content than older games.
> Instead of focusing on graphical fidelity I think we should be focusing on lower development time, gameplay features/diversity, stability/portability and implementation. I have yet to see a proper open world game (Think GTA but you can enter every room in every building) with good draw distances that don't suffer from horrible pop in.
That's because it's a difficult problem and machines don't have unlimited resources. Draw distances are a graphical fidelity problem, so I also find it ironic that this is your first idea.
Hard disagree. The accessibility and availability of free resources is higher than ever before for solo devs. AAA games take large teams because they have more content, and a larger diversity of content than older games.
> Instead of focusing on graphical fidelity I think we should be focusing on lower development time, gameplay features/diversity, stability/portability and implementation. I have yet to see a proper open world game (Think GTA but you can enter every room in every building) with good draw distances that don't suffer from horrible pop in.
That's because it's a difficult problem and machines don't have unlimited resources. Draw distances are a graphical fidelity problem, so I also find it ironic that this is your first idea.