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It's probably not worth the hassle for a solo indie. But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. Money sink.
Coming from an indie film background, I’m accustomed to thinking about ways to creatively squeeze as much production value out of a project as possible while working within my limits and not overstepping my boundaries. Now in the world of indie game design, I find it beneficial to take a similar approach. This will help a bit.
They are not an indie developer, they have been making good shooting mechanics and pretty landscapes for years. Here is another openworld, but if you take a walk around, you see that everywhere is new, different, and above all interesting. This is where they put in the effort.
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