gamesradar.com

Mango, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

If you don’t have a vision, don’t try to turn money into more money by making a game. Everyone loses. Dumping money on assets doesn’t make your trope copy/paste any better than the other million cheap Chinese clones on an app store.

raptir, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Why does a game cost that much to make? I’m not saying every game should be an indie, but given what indies can accomplish it’s a little ridiculous to spend $125 million.

Carighan,
@Carighan@lemmy.world avatar

If I had to guess, texture quality and graphical fidelity is really high, plus this was one of the first games to run in UE5. A mix of extreme amounts of manhours invested into graphics coupled with slow progress due to having to get used to everything.

And rampant corruption at EA, I bet. 40 million marketing my ass, the game barely had any marketing!

Paradachshund,

You’re right about all that.

Marketing and payroll are always the two biggest, and yes they can get to those numbers easily at AAA scale. AAA games are as big of productions as big budget movies these days. Hundreds of people involved. Graphics of that level are also extremely expensive and time consuming. Everything has to be motion captured, and the fidelity just takes a long time. Every single piece of trash on the ground has to have a full PBR material stack.

With graphics it’s kind of an exponential thing. The closer you get to absolute realism the more time it takes exponentially. That’s why so many indies are embracing retro graphics these days. It lets you spend a lot more time on the gameplay and content. AAAs are expected to look this good as a baseline, and that already pigeon holes a lot of design choices with the deadlines they’re working with. A truly innovative game that looks AAA quality would take more years to make than these studios are willing to devote to them.

And finally there’s the marketing. Mainstream casual gamers, which are who these companies are usually targeting, is the most expensive group to market to by a long shot. They can really only be reached by huge marketing campaigns on TV, social media, and physical signage. Those types of campaigns can easily get into the millions. They’re also probably spending a large amount on having influencers play the game on stream. The big guys I’m sure cost hundreds of thousands, though I have no idea the actual numbers.

dylanTheDeveloper,
@dylanTheDeveloper@lemmy.world avatar

Also Unreal Engine has 24/7 support from the engineers at epic through Unreal Development Network which costs quite a bit of money.

space,

Wait, didn’t EA had their in-house engine Frostbite? They botched Mass Effect Andromeda because they moved from UE to frostbite (not the only reason) .

Carighan,
@Carighan@lemmy.world avatar

Yeah and for a while it was mandated to be used for ~everything IIRC but after years of struggling to retain programmers and designers they finally relented on that mandate.

dylanTheDeveloper,
@dylanTheDeveloper@lemmy.world avatar

Well you see managers need to be paid more than everyone else and theirs lots of managers. Plus headcount is in the hundreds to pump out all the features and art assets within a few years

KingThrillgore, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@KingThrillgore@lemmy.ml avatar

Not at that price point, of course. Ultrakill has a sub 2 million USD budget, its one of the most critically praised games on Steam, and its not even finished yet. I can’t look up Steamcharts at work but I have good reason to believe its more than made back its production budget.

Live service games are starting to turn into a very expensive scam and if you can’t make a good single player game, you need to cut costs somewhere. AAA production budgets are just too huge and the product isn’t good.

HobbitFoot,

But that’s a problem with a lot of AAA developers. You can’t make a AAA game that isn’t a Skinner box for a price that players will pay.

NIB,

God of War? Elder Ring? Baldur’s Gate? Spiderman? Last of Us? Super Mario? Zelda? Red Dead Redemption? Cyberpunk?

KingThrillgore,
@KingThrillgore@lemmy.ml avatar

They certainly have the production budget of an AAA game.

WeLoveCastingSpellz,

Obligatory, I fucking love Ultrakill graaah

Badeendje, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@Badeendje@lemmy.world avatar

Also EA has to understand more and more people have experienced their garbage launches and will skip their gold plated launch prices because of the risk you end up buying a lemon that is subsequently abandoned.

Making sure the gameplay loop is interesting and the game performs properly is important. Focussing on all the latest engine features that requires people to have top tier hardware is only good for marketing. Marketing then eats up a tremendous amount of budget without adding anything to the offer they make.

ampersandrew,
@ampersandrew@kbin.social avatar

The last EA game I bought was Jedi: Fallen Order for $4, and I still felt ripped off, because EA adds a mandatory online connection check to every game they release now, including Immortals.

Chainweasel, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Single player shooter’s aren’t bad or even unpopular right now. But I think people are beginning to realize that anything that has EA’s name attached to it is trash and just avoid it on principal.

Badeendje,
@Badeendje@lemmy.world avatar

Jup, even new iterations of their older IP seem to be devolving instead of taking that which was fun and expanding on it.

Maybe they should use all these behaviour experts to investigate why people keep playing games instead of figuring out how to maximally predate on your customer base.

Ubi does the same. I found the last farcy so Uninteresting that I stopped playing somewhere mid game. And the first signals from their pirate game are also not encouraging, while I know many people that looked forward to it.

vexikron,

Everyone in the single player fps demo is replaying the old good games, or seeking out like custom doom wads or the occasional actually good indie fps single player game, having at this point long given up on large studios being able to make a compelling single player fps.

Sure, a lot of us enjoy lots of other kinds of games too, but good lord is there an unscratchable itch for a new, compelling FPS campaign thats actually interesting and challenging.

ampersandrew,
@ampersandrew@kbin.social avatar

It's boomer shooters or nothing in that space right now. We're starving out here. On my radar in the coming year or two are Mouse, Core Decay, and Agent 64, but no one knows what kind of quality we'll get out of those. Also, is it a crime to just throw in some competitive multiplayer that's meant to be played a handful of times with friends instead of being the next e-sport?

Aielman15, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@Aielman15@lemmy.world avatar

I’ll go counter-current here and say that it was a fun game. IGN review sells it really well, and I had fun while playing it. I’d say the main problem of the game was releasing in a year already full of big-name releases, and a marketing campaign that was too quiet - I’m honestly surprised it cost $40 million, because I only heard of the game by pure chance.

Carighan,
@Carighan@lemmy.world avatar

Yeah I will say, it’s painfully generic and I hate the MCU-style humor, but it’s not a bad game per se. It’s just in no way shape or form triple-A, except for looking rather snazzy.

The worst offense to me though is how there’s no magic in the game. Just guns with weird graphics. They managed to not make the magic feel like, well, magic. That’s the big flaw of it to me. Everything else is minor by comparison. Still, not a bad game, just not a good one either. At least for me.

TheLowestStone,
@TheLowestStone@lemmy.world avatar

Just FYI, the term triple-A doesn’t refer directly to the quality of the game. It simply means it was made by a larger, well-established company.

TSG_Asmodeus,
@TSG_Asmodeus@lemmy.world avatar

The terms have changed a bit over time, but generally “AAA” now means (in the industry) a large studio makes a game with a large marketing budget. If you think of those games that are published by EA, but made by one of their smaller studios and has a smaller marketing budget, that’s “AA”.

Much like “alpha” and “beta”, the meanings are changing so quickly it’s hard to keep up with what the industry means and what players mean.

I’m so old when I started in games “alpha” meant a feature complete game with a few crash bugs, and beta meant no (25% repro, or whatever the studio chose) crash bugs and all assets added and working.

Now it’s basically “alpha” means a demo, and “beta” means they’re buying time for GM release.

sukhmel,

Regarding the alpha/beta point, increase in internet availability and rolling updates probably made all the work in that shift. In the old days if you published a raw product it would take a hell of an effort to amend it. Now it’s just a matter of a user not plugging the internet off for some time ¯_(ツ)_/¯

TSG_Asmodeus,
@TSG_Asmodeus@lemmy.world avatar

This started happening when studios got bigger and marketing controlled release dates. By the 2010s or so, the actual devs had zero say. So some idiot owner would promise a game in 18 months, half the ideas would be removed due to time, and a rushed product went out.

“Games as a service” was just corporate speak for how to streamline putting out a game with less components and then adding them over time.

Unfortunately it worked, and players bought in.

GunValkyrie,

I agree 100%. The magic was not magic. It was just different looking guns. Which made the game seem more dull to me. Even if it was an okay shooter.

Zahille7,

Is there “ammo”? I know there’s like a reload/recharge system isn’t there?

Lmaydev, do gaming w Diablo 4's latest microtransaction controversy is a $30 portal recolor.

Just don’t buy it.

30 is nothing to some people. It’s up to them if they want it or not. Doesn’t affect you.

WeLoveCastingSpellz, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Even the name is so generic, It is no duprise that it flopped

_sideffect, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Of course, Doom doesn’t exist right

Potatos_are_not_friends,

Yeah, but you see… Doom was a rare unicorn. It came with refreshing ideas, looked visually attractive, played good, and was fun.

That’s a tall ask from EA.

beefcat,
@beefcat@lemmy.world avatar

It was also an established IP with name recognition.

Defaced, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I tried the demo, it has a lot of problems outside of it being a AAA single player shooter. The “magic” system is just reskinned guns, the story is nonsensical at times, and the movement is stiff and slow. It’s like they never play tested the game and just said it was done one day. That’s not even mentioning the almost ten minute walk around the city at the beginning doing nothing but following what I will assume is a non critical character to the plot.

Decoy321,

They cleaned a lot of that up, at least on the console version I played. And that character ends up being quite critical to the plot. You also revisit that city later in the game, so that intro serves to establish the setting and starts the plot.

Defaced, (edited )

My God they cleaned it up?! I can’t imagine it being a longer intro. The fact that you revisit the city later is just disappointing, that city was terrible in it’s design.

Katana314,

I remember Half-Life 2 opening with a walk around a city, and it was so memorable to me. I guess in part because it was reliant on its own atmosphere, and still let the player be an interactive part of it rather than bound to a tight track.

DoucheBagMcSwag, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

A GENERIC AAA (visual only) single player shooter was a bad idea.

Aveum was literally mid. It just looked good since it was the first game to use UE5.

wizardbeard,
@wizardbeard@lemmy.dbzer0.com avatar

Yeah, AAA for quite a while now has really only had any impact on graphics, and maybe on how playtested it was. That is one hell of a load bearing maybe. No correlation to quality on any other metrics.

stopthatgirl7, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
!deleted7120 avatar

Orrrr it was a mid game with almost no marketing.

peak_dunning_krueger,

“a AAA single-player shooter in today’s market was a truly awful idea”

store.steampowered.com/app/…/Immortals_of_Aveum/

1.1k reviews 75% positive

store.steampowered.com/app/379720/DOOM/ (2016)

125k reviews 95%

Git gud, EA, and make an actually competing product.

TSG_Asmodeus,
@TSG_Asmodeus@lemmy.world avatar

Yeah exactly, my first thought was “Doom is still in the public discourse.”

Not to mention, oh what’s that game that broke earnings numbers on steam, oh yeah, Cyberpunk 2077? Rough launch aside, the game literally printed money, and is a great RPG and a great FPS.

yamanii, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@yamanii@lemmy.world avatar

It was flawed from the start, clearly people that love COD and magic aren’t that big of an intersection, also like people said already the magic acted more like guns and they had a pretty dumb system of calling it by their colors.

Still looked fun though, but I would never pay the asking price for it.

Talaraine, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@Talaraine@kbin.social avatar

Someone stole $40 million of EA's money and didn't advertise another horrible cashgrab?

"I'm not even mad, I'm.. impressed!"

Toneswirly, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Peak player count was less than 800 players on steam… Flop is an understatement.

Those 100 workers EA laid off dont deserve to be thrown in the trash; why dont the execs take a nice paycut instead?

haui_lemmy,

I think companies that make profits should not be allowed to lay off people. You‘re welcome.

Edit: without cause

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • Blogi
  • slask
  • rowery
  • fediversum
  • niusy
  • Cyfryzacja
  • giereczkowo
  • Pozytywnie
  • lieratura
  • krakow
  • esport
  • muzyka
  • sport
  • Spoleczenstwo
  • tech
  • kino
  • LGBTQIAP
  • opowiadania
  • Psychologia
  • motoryzacja
  • turystyka
  • MiddleEast
  • zebynieucieklo
  • test1
  • Archiwum
  • FromSilesiaToPolesia
  • NomadOffgrid
  • m0biTech
  • Wszystkie magazyny