Mr Lange, on 13 October 2015 - 12:27 AM, said:
BlazeHedgehog, on 12 October 2015 - 10:50 PM, said:
I don't necessarily see how that would be a bad thing
Having a greater understanding of games and how they get made and what that actually "means" is ultimately a good thing
In fact, just let people use Game Maker or heck, better yet, raw code, let em all learn just what it takes to make a game.
Point is, where do you draw the line?
If we are talking about game making as a whole and not just level design. An engine holding your hand every step of the way could spoil you irrepearable.
People insert a model in the game and have the arrow keys move it and 'look ma I can make games'. For people that don't know any better, they'd think the shiny graphics were done by the person who in fact only spent 10 minutes with a tutorial on YouTube. It is really harmful for both parties, the one that tries the tutorial and the observer that doesnt know how games are made and claps at the 'achievement' .
I recently saw a guy paying 6 figure for a game project. You wouldnt believe what it consisted of.
The 'team' used Unity3D and as a base one of the official free scenes. They swapped the scene with a new low poly one, and the character again with a new low poly one.
That was it. The character was about 1000 triangles, and they even used the skeletal animations of the demo scene. The terrain was about as detailed as an open world Dreamcast game. And it was static as hell.
Then the boss flew over the world and wondered why they gave him lukewarm responses at conferences and expos. This happened in this fucking 2015.
So on the question, Unity3D is where you draw the line.
This post has been edited by winterhell: 13 October 2015 - 02:00 AM