1. I havent talked about the css.
The pagination example. I typically write my own pagination code; it's not really all that hard since I'm typically doing the pagination on the server side anyway, and just using the total number of results to generate the number of links per page, per items. Web development and game development are different tho, even tho they do draw from some common ideologies.
3. Nearly everygame is a 90% asset clunk up. because thats how this gaming economy work. because why on earth should someone invest so much time and efort it somethign that is already there thats complete bullshit. Its it truly unique okay. but why should someone design a barrel the 100x time same with buildings houses, swords, and so on.
Except this isn't necessarily true, unless you're talking about out sourced art. If it was the norm, games like PUGB wouldn't of gotten shit on for using assets. Yes, games like Call of Duty might *recycle* assets from previous versions, but that's internal art they themselves created (or was out sourced, but they technically own). Games like Kingdom Hearts 3 (also made on UE4) aren't probably pulling assets off of the store and passing them off to the customer at a premium.
We're also not talking trivial things when we're talking about the asset appropriation in MO2. Trivial props like a tree, rock, barrel, etc is forgivable. An entire town, armor sets, weapons, dungeons however is another subject all together. Why do developers invest time in creating their own assets? Usually it's because they want to promote and preserve a unique art style, and again, it's a principle thing. There is nothing unique about the art styleo f MO2, and in some cases it's even disjointed (since they're using multiple asset sets from different sources). Filling your game up with 90% of store bought assets, no matter the reasoning, comes off as kinda sleazy.
Again, we're not talking about a F2P game here, or a game that's prototyping using placeholders. We're talking about a game with a box price, and a $15 dollar subscription fee on the STEAM store filled to the brim with unreal 4 store bought assets. On the surface, this looks like an asset flip.
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