bloomberg.com

cattywampas, do games w Bloomberg analyst anticipate Nintendo Switch 2 to be priced at 400$ or more

My expectation is between $400 and $500, but either way I’m preordering as soon as it’s available.

koncertejo, do games w Sony Cancels Two More PlayStation Projects
@koncertejo@lemmy.ml avatar

Finally the live service bubble is popping.
I hope the developers working on these projects get put on to something else, instead of shown the door as is so often the case.

dinckelman,

Sony specifically had to learn many harsh lessons recently.

The Bungie acquisition brought them nothing but issues. Concord being shutdown immediately after launch was a huge was of money too. Other titles under the Sony umbrella are either struggling, or gaining poor reputation due to their completely numbskull decision to enforce PSN account usage, even for single player offline games.

They need to get their head out of the clouds

CosmoNova,

I think the huge critical acclaim of Astrobot was also a very important lesson for them to learn. People often seem to glance over this recently.

bizzle,
@bizzle@lemmy.world avatar

Helldivers 2 is sweet though

dinckelman,

Yeah, it is. And it deserved all the success it got. It was great, until Sony fucked them against their will

Psythik,

It needs PvP though

Naz,

No it does not

Jesus lol

Psythik,

Yes

afansfw,

They also made shitty movies, on a Spider-Man license no less. Just one crazy decision after another

GoodEye8,

Had to check what movies you’re talking about because the spiderman movies have all been successful. Didn’t know that Venom, Morbius, Madam Webb and Kraven were actually Sony spiderman universe (SSMU) garbage and not MCU garbage.

john89,

I stopped buying consoles when they started charging for online.

Feels like I made the right decision.

kromem, do games w Sony Cancels Two More PlayStation Projects

Live service doesn’t need to be shit.

There could have been games where there was just a brilliant idea for a game that keeps having engaging content on an ongoing basis with passionate devs.

But live service so an exec could check a box for their quarterly shareholder call was always going to be DOA.

Dindonmasker,
@Dindonmasker@sh.itjust.works avatar

The game they killed 3 days after release might have been good but i haven’t seen a single gameplay video or have any idea of what the game was about. Are they that scared of releasing a shit game and keeping it playable but dead for a while?

ampersandrew,
@ampersandrew@lemmy.world avatar

Keeping it running has ongoing costs involved. It would just be setting money on fire.

Dindonmasker,
@Dindonmasker@sh.itjust.works avatar

I mean, they spent what 400 millions on developing it and they won’t spend 10k - 100k to keep that game running for a while? Like “NO NOT A SINGLE CENT MORE SPENT ON THAT SHIT GAME!” XD

ampersandrew,
@ampersandrew@lemmy.world avatar

Well, yeah. If it’s clearly never going to recover, why keep spending money on it? They already took it as a total loss by refunding everyone, so that was probably cheaper than holding out for a recovery that wasn’t going to happen.

afansfw,

Valve tried holding out on a failed game with Artifact, and git 0 return on investment, even after revamping it.

Still, Concord seemed kind of interesting with how ambitious it all was. I wonder if they could have pushed it off the ground with some redesigns

ampersandrew,
@ampersandrew@lemmy.world avatar

I don’t know what the market at large wants, but I suspect its failure is based at least in part on the fact that the purchase has zero value if other people don’t also value it, so the customer is now more reserved with their time and money unless a game seems like it’s going to take off, which would theoretically make nearly every a game a huge success or total failure. What I want is for a scalable multiplayer shooter that gracefully handles 1-X players, and I hardly care what X is as long as it’s more than 3. Let me host it on a LAN and play split-screen, and give me a deathmatch mode, among other things. We used to get this kind of shooter all the time, and now I’m starving for one, to the point that I’d happily have picked up Concord if it was that game, even with its wonky-ass character designs.

burgersc12,
@burgersc12@mander.xyz avatar

They were shoveling money down the tube for a game that you literally couldn’t play due to how few people there were.

Dindonmasker,
@Dindonmasker@sh.itjust.works avatar

I played a dead MMO where i was the only person in the game. They where shutting down the servers soon and it was an interesting experience. The game wasn’t bad honestly. As a single player experience at least. Maybe that was the issue.

burgersc12,
@burgersc12@mander.xyz avatar

It had matchmaking so if there weren’t enough players it would take a long time and you’d end up in the same lobbies with the same players every time, if you could even get in apparently. Not like you could play solo even if you wanted to.

MothmanDelorian,

hero shooter with uninspiring designs that cost money whereas the top offerings in this category are all free.

ampersandrew,
@ampersandrew@lemmy.world avatar

Keeping engaging content on an ongoing basis seems to be such an unreachable target for most devs and game designs that it’s undoing large swaths of the industry.

MothmanDelorian,

There’s a live service DOA? /s

GraniteM, do games w Sony Cancels Two More PlayStation Projects
simple, do games w Sony Cancels Two More PlayStation Projects

Bluepoint, the developer that remakes old games and has never made an original one before, were tasked with making a live service game? Wow.

Psythik,

No I don’t think it’s World of Warcraft

DoucheBagMcSwag, do games w Sony Cancels Two More PlayStation Projects

Sony bend? Make another syphon filter game damnit

Nasan,

Best we can do is include Gabe Logan in a live service game as a paid character ($80).

MothmanDelorian,

Bubsy 5D you said?

hal_5700X, (edited ) do games w Sony Cancels Two More PlayStation Projects

Imagine how dogshit these cancelled games are. Seeing how Concord got the pass.

ampersandrew,
@ampersandrew@lemmy.world avatar

Concord likely wasn’t shit but also was just thoroughly not something that anyone was asking for.

burgersc12,
@burgersc12@mander.xyz avatar

Good games get canceled juts as easily as bad games. Executives can rarely tell the difference

AgentGrimstone, do games w Sony Cancels Two More PlayStation Projects

Aww cmon. Just one more try.

21Cabbage, do games w Sony Cancels Two More PlayStation Projects

Yeah live service anything was going to land like a dead fish in my area where whether or not you can get a ping through to fucking Google depends on how many people in the neighborhood are off work.

EvilBit, do games w Sony Cancels Two More PlayStation Projects

Oh no, two live service cesspools didn’t get released.

Anyway…

setsneedtofeed, (edited ) do games w Why So Many Video Games Cost So Much to Make
@setsneedtofeed@lemmy.world avatar

TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.

Not that it much matters to me personally. I’ve said before that games have long ago hit diminishing returns when it comes to technical presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.

ampersandrew,
@ampersandrew@lemmy.world avatar

Man, I wish we still got FPS games off an assembly line, and I’m waiting for indies to get out of the Quake era.

RightHandOfIkaros,

Youll probably be waiting for a while since most indies are solo devs. Its hard to make 3D models and textures of the PS2/GameCube/Xbox era quality as a solo dev in a reasonable amount of time, especially for every object a game would need.

The programming isn’t even the hard part. Its mostly the amount of time and work required for making art assets that take the longest in game developmemt.

ampersandrew,
@ampersandrew@lemmy.world avatar

Games of that era were frequently made a dozen or so people in 18 months. Whether that passes some arbitrary line in the sand for what counts as “indie” or not, I don’t much care; it’s just a market segment that’s been left behind by AAA that I’m waiting for someone to pick up the mantle on. Most genres that AAA have left behind have been filled by now, but FPS games that fit the mold of what we got between ~1998 and ~2016 are still an itch I need scratched. From what I can see on the horizon, there’s Fallen Aces in early access that I’d like to see once it’s 1.0, Core Decay going for a Deus Ex sort of thing, and then Mouse: P.I. for Hire, but I’d still like to see the full package with co-op and deathmatch modes like we got back in the day.

Valmond,

That thought is why we don’t have really good games any more, but games made for an engine.

Where are the new C&C, the new Neverwinter nights, the new Commandos (by Eidos), the list goes on.

ampersandrew, (edited )
@ampersandrew@lemmy.world avatar

The new C&C is Tempest Rising. The new Neverwinter Nights has a variety of answers, from Baldur’s Gate 3 to Solasta to Pillars of Eternity, depending on what you’re looking for. Commandos has spawned an entire genre at this point; not only is there a new Commandos coming soon that looks good, we just had a series of three and a half games from the sadly-now-defunct Mimimi that all fit the bill, as well as that game Sumerian Six just last year.

Valmond,

Oh no, you just took all my free time :-) !

Thanks!

ampersandrew,
@ampersandrew@lemmy.world avatar

No worries. There are lots of kinds of games we used to get a lot of back in the day, but their successors or spiritual successors don’t get the kind of attention or marketing that the industry giants do. Often times, if you miss a certain kind of game, just start searching for “modern games like X”, and you’ll probably find it.

Valmond,

I’ll be there looking for modern Desperados ^^ etc.

jacksilver,

I suspect this is an area where we may see AI assets help speed up development for smaller studios.

LucasWaffyWaf,

Zortch is a neat one, less Quake and more early 2000s FPS feel. Pre-Doom 3, pre-HL2 in gameplay, but with the style of comedy and charm you’d get out of a Shiny Entertainment game. Very much a solo labor of love, and it’s only like $5 if memory serves me right.

ampersandrew,
@ampersandrew@lemmy.world avatar

Thanks for the recommendation. I’ll check it out. I’ve got Phantom Fury from this past year, and even with a ton of criticism heaped toward it, it was still in the ballpark of what I wanted to scratch this itch.

WatTyler,

Trepang2?

scrubbles, (edited )
!deleted6348 avatar

As someone who works in corporate America this is 10000% true. Giant corporations are hugely bloated, inefficient, slow, and stupid. I honestly can’t believe they are somehow the best way to do things in groups of people. I have never had less work to do than working in a huge corporation.

It’s no surprise that indie games can compete with them. Working in startups compared to huge corporations, I did more code and we got more done in shorter amounts of time vs big corps. There’s no red tape, there’s no committees or directors or people you have to please. There’s no political games, you just do your work. As simple as that. You come in, you code for 7-8 hours, you push your feature, and you go home.

In a megacorp you come in, you get 5 minutes for coffee before 3 people are pinging you on slack for some stupid downstream thing they didn’t read the manual on or was never documented, and then you have 5 hours of meetings, lunch, 2 hours of ad hoc meetings, and then Shirley has to swing by to ask you to take another HR training. So you get maybe 20 minutes of coding done in a day.

For you engineers who have never coded in a megacorp - As an example, most megacorps have an ID service (usually named after a comic book character). This is usually a real service deployed somewhere that nobody maintains anymore, but it’s where you get your… IDs from. Really wrap your head around that. It’s a microservice who is in charge of returning Guid.NewGuid(). Then they get pulled into meetings because the ID service doesn’t support this or that, they never thought of this case or that case, how can we upgrade off the old ID service to the new one. In a startup, you’re calling Guid.NewGuid()

InternetCitizen2,
@InternetCitizen2@lemmy.world avatar

. I honestly can’t believe they are somehow the best way to do things in groups of people.

Libertarian mythology

rockerface,

Clarification: right wing libertarian

InternetCitizen2,
@InternetCitizen2@lemmy.world avatar

Fair enough

Brosplosion,

The main issue corporations run into that cause this bloat is a situation like the following: Project A needs 500 people to meet schedule and workload. Project B begins spinning up and will need the same 500 at it’s peak. Project A ends and the workload is really only for 200 people on Project B. Do you lay off Project A folks you know you will need in a year? No, that’s a waste of all the talent/training/know how that was built. So you bloat and carry them until you actually need them. Still have to pay them though

missingno, do games w Why So Many Video Games Cost So Much to Make
@missingno@fedia.io avatar

To me, what I dislike the most about the direction the industry is going is that consolidating more resources into fewer megagames means there's less room for experimental side projects and spinoffs. I especially miss all the kinds of B-games that used to go straight to handheld. Of course part of the reason they disappeared because we don't have handhelds to put them on, but I think that half the reason handhelds died was because publishers weren't going to make handheld games for much longer anyway.

daniskarma,

As games keep getting easier and easier to make. Single or small team indie developers can take on doing those kind of games.

missingno,
@missingno@fedia.io avatar

Of course there's still a lot of cool stuff coming from indies, but there's a wide spectrum between indie with no budget and AAAA with $10 trillion budget. We're losing everything that was once in between.

Also, spinoffs. I do like seeing alternate takes on IPs and characters I like, but those are rare now because all the resources go into developing one main project. Like I've always wondered, if Splatoon had debuted a generation earlier, what kind of DS companion piece would have accompanied it?

callouscomic, do games w Why So Many Video Games Cost So Much to Make

Capitalism.

That’s why.

No need to read articles.

RightHandOfIkaros, do games w Why So Many Video Games Cost So Much to Make

Dev teams too big and too much spent on marketing.

john89,

Unfortunately, data shows that people prefer to be advertised to over receiving a better product.

Croquette,

Not so much a preference, more how the human brain work.

Humans prefer what they know, so they will choose a brand that they’ve seen on TV over an unknown brand.

GoodEye8,

I think the data shows that advertisement is super effective, not that people prefer to be advertised. If people preferred advertising over a better product then games like Balatro, Vampire Survivors etc. literally couldn’t be successful, because those games had effectively zero marketing budget. Their success came from word-of-mouth because the game itself was great.

ExcursionInversion,
@ExcursionInversion@lemmy.world avatar

Dev teams to big? Then we need bigger and better layoffs

Valmond, do games w Why So Many Video Games Cost So Much to Make

It’s because they want to measure the creative process.

Which is impossible to do before it has happened.

So they try, and try, and try, and end up with a complex system where everything is measured, especially any kind of risk which is promptly eliminated and then the result is an expensive nothingburger they sell with extraordinary publicity budgets.

Some times they get a little bit creative and buys up a studio that has made a hit, but then they only try to capitalise on the brand name, not the creativity, while compressing costs, and monitor and remove the risks and thus the creativity.

Rince and repeat.

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