It depends on the genre, and the type of microtransactions. If an AAA game has single player structure, and they utilize microtransactions to sell items that will change the actual gameplay (like better equipment and such), then I can see why it's not a good idea to implement it.
But for things like different outfit DLC, it's perfectly fine to rely on such DLC to generate more income IMO. Different outfit doesn't actually change actual gameplay, it's completely optional and it offers a new way for fans to pay extra money for extra income Why would you take $5 from your customer when they are very willing to pay $10 for some additional services?
For an industry that completely relies on long development cycle to see investment return, IMO more way to generate stabilized income the better it is for the industry.
it is not the single player games but the multiplayer ones that are mostly targeted by micro transactions. it doesn't work as well in single player games for multiple reasons.
cosmetics do harm as well. they create a incentive to tip balance in favor of certain characters to sell more skins. just look at MOBAs like league of legends, they openly admit that they aren't trying to achive balance, yet they want to be a esport title.
look at CS:GO and their introduction of player skins. VALVE is in a perpetual cycle of redesigning and texturing tried and tested maps cause the new models blend in with the background.
I already explained why: there are many more games released every month compare with 15 years ago. Just steam has close to 900 games released every month. Remember back in the day when we only have a few video game titles to choose from? Most steam users that I know of has long list of backlog on steam because games are so cheap these days. With this many games in the market taking our time we have less time to dedicate on a new game. Overall it gets tougher and tougher to sell a new title because players are busy playing other games.
the fast majority of those 900/month titles released on steam are shovel ware and indi games, neither compete with AAA games. there is also a much wider audience than there was in 1990s. sim type games like sims or animal crossing that also or even primarily target female gamers.
nintendo had success reaching out to a new group of casual players with titles like wii sports or wii mario kart that would never have picked up a controller in the 90s.
CS:GO doubled its playerbase within 1-2 years just by penetrating the chinese market.
i think ppl are busy playing other games not because there are too many AAA games, but because games these days are designed around microtransactions. artificially inflated game times or entire game concepts that are designed to never end in order to create more oportunities to sell microtransactions.
You just contradicted yourself in the same paragraph :p. Photobash were used in AAA projects because AAA game has to look real. If your environment has metal texture in certain part then in a concept art has to look like metal so 3D artists know exactly what texture to use. Hence photobash weren't a thing back in pixel art era, but it got utilized more these days.
If you look at art used in mobile/anime games they don't photobash. So it's not that they utilize photobash to cut down the man hour of this particular position(this position never has tons of man hour in gaming industry to begin with), they just use it to simulate realistic looks.
now you're just picking buzzwords to build a strawmen argument.
i didn't argue photobashing doesn't help to simulate realism, i said its not its main pro point. a skilled artist can achieve similar or even higher lvls of realism without photobashing just not within the same time frame.
iirc
feng zhu (a artist who heavily uses photobashing) once estimated in one of his videos it would take about 1.5-3 hours with photobashing and 5-6+ without photobashing for a skilled artist to get a piece to a lvl a 3D guy could use it for reference.
here is a video of a guy in the industry raving for about a hour how photobashing and other techniques speed up the process.
i know that concept art is not the most time consuming step in the game development pipeline, i just used it as a example cause know a bit about the steps involved and the progress of techniques and tools utilized. i'm fairly certain those aren't the only tools and techniques that have improved over the years.
you are right, in the example of anime games photobashing will probably not get you far but there are other tools that have been added or refined like perspective guides and improved masking/selection tools. some even start with rough 3D models to get the lights right. however, mobile games don't compete with the AAA market either.