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Continuous Content Updates: Players expect frequent refreshes in the form of character skins, props, and new environments. Consistency in Style & Quality: Every new asset must seamlessly integrate with the existing world. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i).
The individual assets seem nice, but together they sort of clash -- a random junk prop will have the 4k photogrammetry HDR treatment, overwhelming the nearby gameplay pickup that you're actually supposed to notice. "It looks better than Skyrim" is a key selling point here, but everything is over-reflective and screaming.
Suzuki-san and his colleagues often try to paint this series of games as a precursor to the openworld genre. Indeed, in the Kickstarter for Shenmue III , the text expressly tries to make this claim: Shenmue defied all convention and created the genre that later came to be known as "openworld." But so what?
I continued to learn and experiment with things like larger openworlds. This is when I first started really digging into world building. You don’t watch UI elements waiting for things to happen, you watch what the people are doing, or what is happening in the world, or by talking with people.
It’s possible, but if you had a full world’s worth of assets loaded and running, the game would either run at an unplayable frame rate or would be significantly reduced in visual fidelity. Nowadays we can do a lot with streaming data from disk into memory, most of which comes from being clever in optimizing what gets loaded when.
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