LtC wrote:I remember reading somewhere that if they remade FFVII with the same graphics as FFXIII it would take about 3-4 times longer than it took to make FFXIII. So basically the high-end graphics are actually killing the actual game/gameplay compared to what it was ~10 years ago?
I don't think it's that simple. For one thing, FFXIII was developed in conjunction with a new engine, and I think it's unlikely that they'd do the same for an FFVII remake. I'm not sure that those situations can be compared directly.
More generally, engine development has become a bigger problem over the years, but that seems offset to some degree by engines being designed for greater flexibility, leading to easier (re)use on a wide variety of projects. Many top-selling games are built on third-party engines such as the Unreal Engine (Lost Odyssey, even), Gamebryo, and id Tech families. Others use publisher-proprietary engines, and developers have been pretty much expected to reuse pieces of their own engines for a while now.
On the art side of things, I was under the impression that doing low-poly art is generally
more labor-intensive than doing high-poly art, because it involves more detailed tweaking and skills specific to that set of problems (cf. pixel art vs. Photoshop, perhaps). On the other hand, FFVII sort of cheated by having prerendered backgrounds, some of which were probably tweaked after rendering, so it's not obvious how that translates into recreating those environments in-engine. It would be interesting if some group of sufficiently skilled fans were to attempt a "serial numbers filed off" sort of tech demo (no distinctive characters/locations, but towns/dungeons following similar structural and aesthetic patterns) to explore the technical feasibility of it. There's already a group working on a new FF7 engine, but that's meant to be an enhanced clone rather than a remake.