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.
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.
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.
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
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!
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?
but is it making the game any better? Or is it just gold plating?
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 in a few weeks or months from their bedrooms after school..
Can we bring that back somehow?
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.
cowlevel•42m ago
true_religion•29m ago