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No One Can Afford to Make Myst Games Anymore

https://www.wired.com/story/no-one-can-afford-to-make-myst-games-anymore/
28•littlexsparkee•2d ago

Comments

jr3592•2d ago
pretty interesting, the macro economics of the software space seem shaky
thataccount•2d ago
Is it really that no one can afford it, or is it more no one really wants to back independent studios?
WJW•42m ago
There are hundreds of indie studios out there that find funding just fine. Even indie studios making eclectic puzzle games with weird stories. So this is probably not the reason.
ndiddy•22m ago
The problem the article is talking about is that publishers will no longer fund "AA" games with $2-15 million budgets. The game market has bifurcated into low end indie titles (< $1 million budget) and AAA games with budgets in the hundreds of millions. Personally I think this is a huge shame, as "AA" games were a lot of of my favorites during the PS2 and PS3 generations.

The article brings up a few reasons for why this has happened, such as the end of ZIRP and the complete lack of curation on platforms like Steam making it hard for titles to stand out. I guess if you're a publisher, you have a better chance of making a return on investment by funding 20 pixel art or friendslop titles and hoping one of them goes viral rather than funding 1 title like the new Myst sequel and hoping it doesn't get buried on Steam and the Nintendo eshop.

kg•20m ago
The funding climate for indie games is the worst it's been in a long time and it's been bad for over a year. Lots of publishers have stopped signing deals or are only funding small amounts with really bad terms.
hnuser123456•20m ago
The strange part is that nearly all the decently large publishers seem to be completely unable to predict when a game will be successful, because they seem unable to determine when a game is actually fun to play. So they will dump hundreds of millions into a game that nobody wants to play, get close to zero sales, and end up shutting down the game, laying off the studio, and having to find another way to make back the $100m+ they just burned.

Indie devs have the time and freedom to pursue any new ideas, and it seems like every couple of months a new indie game goes viral on Steam. But many of them are passion projects that were done in someone's spare time outside of their day job. If devs could give investors more confidence that a game will sell well or go viral if it hits a certain development stage, we could do a better job of directing game dev funding towards indie devs making truly fun games.

Filligree•13m ago
> The strange part is that nearly all the decently large publishers seem to be completely unable to predict when a game will be successful, because they seem unable to determine when a game is actually fun to play. So they will dump hundreds of millions into a game that nobody wants to play, get close to zero sales, and end up shutting down the game, laying off the studio, and having to find another way to make back the $100m+ they just burned.

I know a guy who works with one of those publishers.

According to him, almost nobody at the publisher actually games. The ones who do, limit themselves to gacha games or Bejeweled-tier games. Gaming, at least at that one, is considered childish.

functionmouse•34m ago
I think it's that Myst was released in a hungry, undersaturated market, and the competition is a lot tougher now. I truly love what Cyanworlds is doing, but the fact of the matter is, I'd rather be playing TF2 Classic, or Animal Well, or Captain Toad: Treasure Tracker, than Obduction.

Another problem is, their games were popular at a time when most people didn't even have an internet connection, and therefore had far more patience for offline gaming. Their games require a LOT of patience.

paulryanrogers•21m ago
Myst was also bundled with a lot of PCs. Perhaps as a cheap way to show off CDROM capabilities.

Getting games installed and working in that era was often a chore. So when people sat down to play, it was already there for them.

Myst's sequels didn't sell as well as the first, despite the power of the brand, either. Likely because of competition.

uxhacker•22m ago
What the article misses is that the first game was made by just roughly 6 people on the development team.

What has happened is the number of people working on games has become ridiculously large.

y7•41m ago
https://archive.ph/5RlIw
spottedmarley•22m ago
Makes me miss my old Packard Bell PB16 .. or maybe I just miss the 90's in general .. or being young.. sigh
sgt•21m ago
Games is one of those industries that I can't fathom how to do profitably, and that's why I'm not a game designer. There's just so much competition and I don't really understand the market either.
volkk•11m ago
i just think its extremely difficult to make a game that's good. i feel like most indie studios/solo developers that complain their game doesn't get any downloads or playtime is because their game is likely...bad. i have yet to bump into a story where an actually great game goes undiscovered. happy to be proven wrong!
bob1029•20m ago
The biggest issue is that it has become very accessible to approach AA quality in a solo setting. The jump from indie to AA is much more plausible than the jump from AA to AAA. The middle of the market is in a gigantic space trash compactor right now.

I could sit down with one other level designer / environmental artist and create something that would be visually competitive with Myst in record time using modern tools.

AI assistance is most dangerous (for your competition) when you mostly need it for the scripting and code, and not for the art or direction. You don't need an AI disclosure on steam if you use AI responsibly.

galangalalgol•13m ago
Why is using it for code more acceptable than for art? I can't imagine we aren't already seeing tons of both in indie games. Maybe aaa too? Is there any ramification for leaving off the disclosure, or adding one? Personally if the gameplay is good I kind of don't care if it used lots of ai.
jdw64•14m ago
Games fundamentally require a lot of artistry, depend on user device performance, and involve many factors to consider. from engine licensing costs to labor costs.

There's this concept of 'AA games' or 'Myst games' that sit between AAA and indie titles. From what I hear across most of the industry and genres, as people's disposable income shrinks, the market is polarizing into reliable AAA games on one side and small, niche indie games on the other. Small indies can bet on extreme gameplay that big companies would never attempt.

In other words, when people start cutting back on hobbies, the first thing they reduce is spending on hobbies. And when they start tightening further, the first games to get dropped from their lists are the mid-tier ones.

Whether it's software or any genre market, this middle tier is disappearing because consumer spending itself is becoming extremely polarized.

This is a contradiction in cost structure.

When developing software, reducing the size to a mid tier level doesn't linearly reduce fixed costs. You still need to build server infrastructure, payment systems, security, basic UI/UX, cross platform support, and more, all of which come with enormous upfront costs. AAA companies can amortize these fixed costs by selling to millions of users, but a AA studio with limited capital ends up spending most of its budget just on infrastructure, leaving few resources to polish the core value of the product, graphics, gameplay fun, and design.

Also, when a recession hits, a cognitive tandem effect occurs. Only two things survive: what everyone else is playing, and niche products that match your personal taste. Mid tier products with moderate price and moderate quality require marketing efforts to convince consumers of their ambiguous value, often relying on influencer reviews or other forms of consumer persuasion.

zabzonk•13m ago
Well, I don't know. Most of the Myst games seem to be background, painted, with a bit of moving art. Comparing this with (say) an isometric RPG (think BG3, Pillars of Eternity) and those look a lot more expensive, but still capable of making money. Or maybe it's just that I never liked Myst - too stupid, I guess.
Triphibian•9m ago
Interesting timing on this article considering The Big Walk comes out this week. Obviously the game is not as intricate as a Myst game, but it feels like the perfect mixture of a game where design really matters and reaction to what the market wants. People like playing together and collaborating to make their own fun. It is not hard to imagine a version of Myst like this -- the most fun I have had playing a PC game was sitting next to a friend as we played Riven beginning to end.

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No One Can Afford to Make Myst Games Anymore

https://www.wired.com/story/no-one-can-afford-to-make-myst-games-anymore/
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