21 points mellosouls 1 hour ago 32 comments
cowlevel 1 hour ago | parent
true_religion 51 minutes ago | parent
keerthiko 4 minutes ago | parent
the main differences afaik from movies & music industry are
- larger percentage of highly technically skilled workers who could make more money in another industry with their skillset
- it's a younger industry and thus has slightly less entrenched "this is just how things are done" cultural energy, allowing such articles to exist, fewer nepo-babies in control positions, etc
but as it has grown and every other entertainment industry has been getting their fingers in the pie, it has increasingly been adopting those toxic practices that have long existed in art under capitalism
servo_sausage 1 hour ago | parent
It used to be that a big release was reliably interesting with everyone figuring out how to play, and a bit more emergent chaos. Few new titles have captured this. Either they are overly sterile, or buggy live service titles with no real reason to engage at day one.
Possible that the size of the teams is part of the problem, but if the industry needs to drop from 500 man to 100 man teams, I can't imagine how the industry will be healthy during that.
vrighter 37 minutes ago | parent
tonyhart7 35 minutes ago | parent
tomjen3 2 minutes ago | parent
A big problem is that we now have such big budgets that they need approval higher up, and worse, you end up looking like a fool when your project fails. That is still the case with 100-man teams.
This is not necessarily a terrible situation to be in if it were a startup situation where you could count on having 90% failures and the winner making the whole bucket worth it and people knew and accepted that.
But outside Sand Hill Road nobody gets that, so the strategy is to play it safe, safe, and safe, and then you end up with boring games.
It also doesn't help that it used to be that gamers would reliably update every couple of years, so graphics cards and processes would get faster, and you could make a generic shoot‑'em‑up game that was significantly better than the previous shoot‑'em‑up just because you now had more to work with.
Computers have actually increased in price, so much so that no one buys to update their computers. And at the same time, you need permission from an extremely high level to make games, so you can only make games that are very safe.
Meanwhile, the golden age of indie games is out there. It's never been easier to make your creative game and it's never been easier to find an audience for it.
As a result, there are more games than ever on Steam, and those fun games can last a lot longer because they don't have the marketing budget, so there's no big, immediate launch-month splat window. People will find them on social media, watch their favourite streamers play them etc.
Until we get to a point where games are created by studios who accept that 90% of them will fail, we are going to have interesting games from non‑studios.
That leaves a hole in the options for game development, though. Where are we with games that can be developed by 50 people but not by four? Those games do not have a home right no; They are too risky and uninteresting for the big guys, and they are out of scope for the independent.
The entire game-development business is being torn apart and remodeled by AI development right now. It is very likely that the big companies may never be able to make a game with 500 people.
Many games that were previously too large and required too many people to be feasible for indie developers are now very feasible for them. It's also quite possible that exclusives, such as for PlayStation, will very quickly disappear due to widespread piracy aided by AI powered decompiling. The future is extremely hard to predict at present, even more so than for non-gaming segments of the industry.
jdw64 39 minutes ago | parent
The game industry is genuinely terrible, starting with low pay and brutal working hours, but it's interesting and lets you do a lot of fun things.
Because everyone wants to do it, there are plenty of people willing to put up with somewhat lower pay.
wodenokoto 33 minutes ago | parent
rewqaz555 36 minutes ago | parent
Grabbing largest profits possible, but all risks on producers.
For clients there are two problems. Lack of people that steer industry in good direction long term, and everything works until it doesn't.
fakwandi_priv 35 minutes ago | parent
I count 32 people on their team photo + the dog, and even this seems like a somewhat sizable number of people to manage. When I see news of these lay-offs it’s terrible for those people but at the end of the day I feel like those companies never should have reached those numbers. I fear for Larian
throejdod8393 34 minutes ago | parent
Start producing games players want, and you will do just fine! And do not tell your customers, how much you hate them! Even better: do not hate your customers!
Animats 31 minutes ago | parent
Epic is in the over-optimization business. With enough complexity, you can get performance up, at a high development cost. The results are truly impressive. See a GTA VI trailer.[1] The cost is high. Development cost for that game was around US $1.5 billion. That's 3x the cost of the most expensive movie ever made. It's more than the Super Bowl.
It will be interesting to see if AI generation can bring costs down. There's endless low-end AI crap, but here's a animation to watch - Kono Express.[1]. This was done by an animator Disney made the mistake of laying off. So he's in the process of replacing Disney Animation. He's turning out about half an hour of finished material per month, all by himself. It's up to Hollywood animation standards. He's combined Unreal Engine and AI to do this. Do we really need Disney's high-cost operation any more?
chii 26 minutes ago | parent
but is it making the game any better? Or is it just gold plating?
kibwen 2 minutes ago | parent
Razengan 28 minutes ago | parent
Guy made $150,000 from the precursor game to Ultima… at 19 years old, in 1980.
The 1980s were full of kids becoming thousandaires by making games from their bedrooms after school, in just a few weeks or months at most..
Can we bring that back somehow?
Those early devs had almost no "prior art" to draw from, just the imagination in their heads.
And they had to code on the VERY FIRST home computers and consoles, in assembly language, before many people could master that hardware and explain all its tricks in a consolidated knowledge base like we have on the internet now.
Now, we have infinitely easier tools, and there is a lot of incredible creativity in the indie game scene, but the discoverability seems worse: The most popular platforms, iOS, Android, consoles, are notoriously difficult to get a game on and make money from, especially for a kid.
khazhoux 11 minutes ago | parent
All the tools are there, and lots of people are doing it already. Literally nothing is stopping anyone from "bringing that back".
bigstrat2003 28 minutes ago | parent
I guess maybe it shouldn't surprise me that someone in his position advocates for "do the thing which is killing the industry, but do it even harder". But it really did catch me off guard.
Fire-Dragon-DoL 23 minutes ago | parent
austin-cheney 16 minutes ago | parent
wickedsight 9 minutes ago | parent
When WhatsApp was acquired, they had around 50 employees. By now, it's around 1500. It's still just a messaging app.
ocd 11 minutes ago | parent
People who were playing MMOs back in the early to mid 00s can remember when executives who weren't game developers themselves began taking control of these companies, and things only got worse all around. I've always felt that game development companies should be more like a law firm, a medical clinic, architecture collective, fashion house, design firm, etc. where everyone is a practitioner of the same profession and aware of the consequences of decisions only an MBA would make.
If AI and piracy end up destroying the game industry as it is today, I will not care one bit even if games stop being developed except for small shops that actually care about what they're doing.
Fordec 7 minutes ago | parent