77 points entryleveljobsc 6 hours ago 66 comments
Sydrik 1 hour ago | parent
ViktorRay 1 hour ago | parent
There are certain genres that the big AAA studios basically pump out and certain genres that indie devs basically pump out.
Jtarii 1 hour ago | parent
rowanG077 1 hour ago | parent
rcxdude 36 minutes ago | parent
dingdongditchme 57 minutes ago | parent
To me the likelyhood of a creative game coming from AAA studio is less likely than indie. Basically the same as movies. It can happen, but a truly creative game/movie/story is hard to come by in any sense. Was it the Ilyiad?
mathgeek 53 minutes ago | parent
HFguy 36 minutes ago | parent
The required investment is just a lot larger in AAA. So just from a risk management perspective, people look to reduce the risk level.
Doesn’t really lend itself to creativity unless people involved have a track record.
marginalia_nu 24 minutes ago | parent
I really have to rack my mind to find think of anything that I feel has been memorable the last decade, and even then half of them are AA titles. Nioh 2. KCD2. Expedition 33. Yakuza: Like A Dragon but not the sequel. The Elden Ring DLC. Prey 2017. Doom 2016 and Eternal. I guess Stalker 2 has been getting pretty good too.
For good indie games I can drop dozens of names without stopping to think. There's Hollow Knight and Silksong, Hedon, The Drifter, Lunacid, Cruelty Squad, Voin, Paradise Killer, Blue Prince, Fallen Aces, Not For Broadcast, Heaven's Vault, Chants of Sennaar, Dead Cells, Blasphemous, Immortality, Axiom Verge, The Blind Prophet, Cross Code, Cultist Simulator, Astalon, Dread Delusion, The Witness, The Signifier, ... I can keep going.
flerchin 34 minutes ago | parent
Maximizing profit often points the gaming cos towards gating the fun behind a paywall, or teasing the fun that could be had behind the next payment. It turns out that players don't find that fun (see Star Wars Battefront 2).
PowerElectronix 33 minutes ago | parent
FranzFerdiNaN 26 minutes ago | parent
jawilson2 23 minutes ago | parent
kibwen 1 hour ago | parent
Joker_vD 1 hour ago | parent
goldcd 1 hour ago | parent
The business side is more critical than the development side - so business folks should be running what is a business. If the business goes down, it'll take the down game, however great it is.
The big but though, is that to be a successful business you need to feed, nurture and protect the creative side. The creative side in turn has a responsibility to the business - if you've burnt through a hundred million and decide you need to start-over, that's on you.
My completely uninformed opinion is that once the business screws with dev ("Let's turn this thoughful narrative game, into a free-to-play-shooter!") dev probably just check out, do what they're told, and take the pay-cheque until it stops. I'm not a game dev, but I've had dumb corporate overlords.
Basically EA can burn in hell - but the development side is rarely faultless.
I don't think Indie games "are better" - but I think they tend to better deliver on a coherent vision. Most crash and burn, but the few that make it to my Steam account are wonderful. Not because they're all perfect - but because I heard a voice in it.
RugnirViking 1 hour ago | parent
They assume their own experience is more or less what everyone else has, including their players. A sort of dabbling, disinterested experience, flowing from one piece of content to another.
It is worse than not having played games at all because when people around them take on the task of making games with intensity and zeal and solemnity and great care, they can roll their eyes and think "it's not that serious, nobody really cares about this stuff". When people have passionate arguments about creative direction they feel they can see the bigger picture and rise above the petty squabbles by saying that the artistic direction doesn't matter. They know it doesn't matter, because it doesn't matter to them, and to all the other people who, presumably, are like them.
I think that they are wrong, but I think the task of explaining to them why they are wrong is like trying to teach a devout atheist why religion matters. It will be a long and hard uphill battle and in many cases likely utterly impossible.
trashb 46 minutes ago | parent
> They assume their own experience is more or less what everyone else has, including their players. A sort of dabbling, disinterested experience, flowing from one piece of content to another.
Actually with games this is a huge problem that players and even creators have.
Due to the different play styles and player types it seems very hard for people to understand that there are other player types. This is one of the main drivers for conflict in the gaming space. People think all players experience games the same, they are not.
One classic example is in MMO's like WOW where you have a clear distinction between the PVP and PVE playertypes, PVP players are usually "Killers" while PVE players are usually "Explorers". (Bartle taxonomy of player types)https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_type...
You can extend this to the amount of interest in games, casual vs competitive gamers.
pigpop 6 minutes ago | parent
This isn't to say that games (and other media) should always be laser focused on one type of person but you do have to use good judgement to decide who your audience is, what they like and what you should leave out of the game. MMOs show some natural segregation of players when they have private servers, you end up with many PvP only or PvE only servers along with many other variations of things the game mechanics and mods allow e.g. strict role play servers.
There's even terminology directly related to your quote, casual gamers vs hardcore gamers and it should be well known by now that if you make compromises in your game to suit both you'll end up being disliked by both. It's better to lean in to one play style a measured amount. If you're making a game with PvP as a core mechanic make sure the PvP experience is good but not so hardcore that it alienates people who are new to PvP. Don't sacrifice important parts of the gameplay because you might also want to attract PvE only players.
maeln 1 hour ago | parent
Innovation and risk taking is something that smaller business do.
dingdongditchme 54 minutes ago | parent
trashb 53 minutes ago | parent
pigpop 24 minutes ago | parent
It's very easy for executives and management to be so disconnected from the people who make up the market they are serving. When success is determined by innovation that serves that market, detachment can be a fatal flaw.
maeln 12 minutes ago | parent
pigpop 48 minutes ago | parent
maeln 26 minutes ago | parent
pnt12 32 minutes ago | parent
The trend has been they focus on quality, rarely compromising their vision, which started as niche gameplay ideas that are now a new genre, adopted in many new games. And the effect has been that they got a reputation for quality, and sell more and more games with each new release, with elden ring selling like 36M copies.
maeln 9 minutes ago | parent
randusername 50 minutes ago | parent
Call of Duty: Black Ops Cold War (2020) cost over $700 million to make.
I can't imagine anyone qualified to run billion dollar projects has much time for any interests other than running billion dollar projects.
These projects wouldn't be sustainable without an audience of gamers rewarding it with purchases and microtransactions.
trashb 39 minutes ago | parent
> I can't imagine anyone qualified to run billion dollar projects has much time for any interests other than running billion dollar projects.
Seems to me that understanding their product (core product) and the market is one of the major parts of their job. Even if that means getting informed by your r&d and sales department to steer the development department.counter example: Concord
We are seeing that there are a lot of players that did stop rewarding the companies as described. The problem is that the signals are not being picked up in these studio's. Partially due to the big divide between critical acclaim vs player reception that we have been seeing in games in the past decade.
bellgrove 14 minutes ago | parent
HardHardman2033 1 hour ago | parent
trashb 58 minutes ago | parent
This is a funny thing to post after the recently viral video of the McDonalds CEO allegedly not being able to take a bite out of a McDonalds burger without gagging.
Your comparison also doesn't make sense, it's more like the executives of AAA game studio's have never seen or bothered to understand how a game is made. To keep the fastfood analogy perhaps it would be similar to the McDonalds CEO never having cooked or stepped into a kitchen, and would never choose to eat a burger. It's like if the CEO of Warner brothers has never set foot on a set or in Hollywood or even never seen a movie.
I suspect (as the comment from Zeschuk also suggests) most AAA game studio's are run by executives that never played a video game in their lives let alone enjoyed it. And they literately don't know how the sausage is made.
glimshe 1 hour ago | parent
mathgeek 56 minutes ago | parent
zimpenfish 21 minutes ago | parent
stares in Minecraft
Ekaros 42 minutes ago | parent
jszymborski 38 minutes ago | parent
SaltyBackendGuy 6 minutes ago | parent
pnt12 39 minutes ago | parent
So even if she doesn't know about creating video games, I wouldn't judge her as "a business first gamers last" type of person.
ChrisRR 5 minutes ago | parent
I wouldn't be so sure about that
softwaredoug 49 minutes ago | parent
wpm 30 minutes ago | parent
osdamv 46 minutes ago | parent
kleiba2 27 minutes ago | parent
iugtmkbdfil834 23 minutes ago | parent
cosmicgadget 19 minutes ago | parent
iugtmkbdfil834 16 minutes ago | parent
kleiba2 14 minutes ago | parent
kleiba2 16 minutes ago | parent
Also, without having tried at all, I'm doubtful whether I could land a gig. Even though I've worked in and around IT most of my professional live, I don't have any relevant experience. And I doubt that I could work in an entry-level position: I'm old on the one hand (not attractive for employers) and have more bills to pay now than I did in my 20s (not attractive for me).
iugtmkbdfil834 9 minutes ago | parent
endemic 4 minutes ago | parent
However, if you're looking to be part of a larger team, that is indeed a challenge with the limitations you mentioned.
bob1029 16 minutes ago | parent
Perhaps enough indie game studios could align their thinking at the same time to accomplish a similar outcome. In any case, pooling of talent and resources is probably the only way to compete now. The individual developer simply cannot keep up despite being able to do more than they ever were before.
If you seek evidence of Jevon's paradox I think you may find it here. Albeit in a very undesirable form. Even if I can now do 100% more work per unit time, my prospective customer is demanding 300-400% on top of that in terms of the final delivered experience. The water level has gone up everywhere and continues to rise rapidly. Even outside of game development. Deliverables that would have elicited reverence from the business twelve months ago are completely unrecognized now.
wongarsu 4 minutes ago | parent
Neither of these is going away. The marketing strategy of teasing your game for months or years to build a fan base is going away. But if you life by "put up or shut up" I believe there is still room to win on vision alone.
If you don't have a unique enough vision (like most AAA, visions are risky) then I agree that you have to migrate up and just outspend everyone else