ive got a second hand quest, so for me ( so far as i understand ) it’s either the quest version ( with no normal display option ) or some other version that i don’t have the headset for…
though that still is good info
ive got a second hand quest, so for me ( so far as i understand ) it’s either the quest version ( with no normal display option ) or some other version that i don’t have the headset for…
though that still is good info
Ahh, yeah, good point… Probably. I jumped onto the VR train early on by pre-ordering both the Vive and the Rift, but after that first summer I more or less jumped right back off, so I’m not well versed in the different headsets that are available now.
The only thing I really miss from VR is the ability to lean in to look at something more closely without needing a noclip cheat.
It was a hunch, based on the size and quality of the game, but seeing the credit list, I’m more convinced than ever. There’s no way that game required all those people. It’s impossible. The original team wasn’t even that big, and it took orders of magnitude more work to do it back then.
It’s done in Unreal, it’s a technically simple puzzle game, it has a very small, mostly static environment (I mean, really small) and you’re not interacting with any characters. It simply didn’t require a lot of people to make. I mean, seven programmers? No, definitely not. Fuck no, in fact. Unreal is set up to make a first-person game like this with no programming and very little visual scripting. There simply wouldn’t be anything for them to do. Two people with the right skill set could make the entire game. (I say this working as one of two people on an Unreal-based game that’s a lot more ambitious.) Similar puzzle games have been made by single developers, albeit perhaps over unreasonable timeframes. The fact that the two people they outsourced to do environment work did “a large amount” of it (and there’s almost nothing in the game besides environment art) suggests everyone else was doing fuck-all on this project (and most likely were actually working full-time on another game), especially since the remaining “small amount” of it could be done with pre-made assets.
As a game developer, I can say with certainty: it doesn’t take that many people to make games of that size and scope. I know this for a fact because coincidentally a friend is on a team of exactly 19 people (programmers, artist, animators, sound designers) and they built an RPG with a huge, sprawling world full of characters (with AI and animations, etc.), and a bunch of novel, complicated game systems, all of which Myst does not have. I should say he was on a team of 19 people, because they broke up into smaller sub-teams, each of which is now working on its own game, all of which are of much greater complexity and scope than Myst. I’ve worked on small teams in the past (low-20s) and if we’d worked on this, most of the developers wouldn’t have had anything to do, as it wouldn’t have required any of the animators and most of the programmers would have been twiddling their thumbs - and back then we didn’t have anything like the kinds of resources that every Unreal developer now gets for free.
Probably Firmament, which is expected in late 2022 after a two year delay.
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