The RAM crisis could completely change how developers make video games
The RAM crisis could completely change how developers make video games
Seconded. This is what I value in a game. You can do great storytelling and/or addictive gameplay with low poly, low res, low color palette.
In fact, I’d argue that hardware limitations sharpen creativity.
This article is sensationalizing a non-issue. It reads like the author went to the convention with the story already written and then tried (and failed) to find people that supported the premise.
As someone who attended GDC for the full week this year, I can tell you that not a single conversation I had or panel I attended discussed the RAM shortage. I’m sure this topic arose in some circles, especially anything related to the timing or cost of next gen hardware. As a professional AAA game designer of 25 years and an occasional game director, this does not affect the way that the games themselves are made. Games on consoles already have their limitations, games on PC should always be (but not always are) optimized to work across a broad spectrum of hardware configurations, with the minimum spec being the lowest system possible without sacrificing playability.
Even people interviewed in the article are saying the same thing:
“Does this affect us? No,” Subotnick said. “We’re making games on as many platforms as we can to delight consumers. Could it impact us? Sure. If there’s less devices for people to get their hands on, then we potentially have less consumers to sell to. But right now, I’d argue that there are plenty of consumers with plenty of devices for us to sell these games to. Where it could impact us is, sure, we will have to make decisions around next-gen platforms when they tell us that it’s time to bring content to them. And if they are threatened to have a total addressable market that is viable from a business standpoint, sure that’s a business challenge. But right now all I’d be doing is speculating on a bunch of hypotheticals.”
As a professional AAA game designer of 25 years and an occasional game director
What games have you worked on?
I think that you have two factors here. GDC isn’t specific to PC gaming, and additionally, a lot of titles will see both PC and console releases.
For a game that is intended to see only a PC release, my guess is that that that might affect system requirements of the game.
For games that see console releases, things like “will fewer people have consoles” — because current-gen consoles are very unlikely to change spec, just price, is how this manifests itself. “Is the Playstation 6 going to be postponed” is a big deal if you were going to release a game for that hardware.
Optimization was a major topic at the show, with several panels dedicated to how creators can make games more efficiently.
This is long overdue.
Game optimization is not a lost art. It’s time studios (and publishers) returned to prioritizing it during development.
Because of some comments, I’d like to add:
“Optimization” isn’t the same as “high fps”. Optimization is a game of priorities. Take the demo scene: these programs may be 64KB in size (on disk) but are capable of choking a 5090 to death.
This may just mean we get even worse performing titles, because the “quadruple-A” guys don’t give a fuck.
Digital scoreboards? No-one will have the cash for that kind of RAM in future, Kolanaki. Going to have to go old-school for keeping our pinball scores.
The gamers I surround myself with were playing Slay the Spire 2 last week. I hope more people play indie games which don’t have crazy system requirements.
Power gamers/multiplayer gamers who chase after AAA gaming and buying brand new games - I hope you guys consider looking beyond what the big companies are doing.