The talk over whether game developers should reuse assets or start from scratch with each latest project is a contentious one. Some gamers criticize the reuse of assets, believing that each game needs to be entirely original, with latest animations, models, and technologies. Nevertheless, this approach can result in unnecessary time and financial costs, and in some cases, even end in overly complicated or unfinished games.
Veteran game developer John Ebenger argues that reusing established technology and assets can actually lead to raised sequels, because it allows the event team to refine and improve upon the unique game quite than reinventing the wheel.
Ebenger, who has extensive experience working on major titles like Dragon Age, Mass Effect, Assassin’s Creed Odyssey, and Star Wars: Jedi Fallen Order, recently discussed this topic in response to criticisms of asset recycling in the brand new Assassin’s Creed game. Critics were particularly upset concerning the reuse of a jump animation from previous games.
Ebenger defended the practice, emphasizing that constructing on existing technology and assets allows developers to create sequels that fulfill the potential of their predecessors, which could not have been possible through the initial development on account of time and resource constraints.
He expressed that while starting a brand new project is exciting, the actual magic happens in sequels, where the team has a greater grasp of the technology, processes, and team dynamics. Ebenger cited Mass Effect 2 as a chief example of a sequel that benefited from this approach, where the teachings learned and technologies developed through the first game enabled the team to create a vastly superior follow-up.
He strongly believes in the worth of sequels, where developers can fully realize their creative visions using the solid foundation laid by the unique game.
Ebenger’s perspective is shared by other industry veterans, equivalent to Paul Marino, one other experienced cinematic designer from Bioware, who supported his stance. While not every sequel may achieve the identical level of success—Dragon Age 2 being a more controversial example—Ebenger stays optimistic concerning the potential of upcoming sequels, like Dragon Age: The Veilguard, to reveal the advantages of this iterative approach.
The talk over asset reuse in game development just isn’t nearly originality versus efficiency; it also touches on the standard and consistency of sequels. Experienced developers like Ebenger argue that reusing assets can lead to raised games, because it allows teams to give attention to enhancing the player experience quite than ranging from scratch with each latest title.
This approach will help developers make the sport they really need to create the primary time around, resulting in sequels which are more polished and enjoyable for players.