Roronoa Zoro
Gold Member
Oh well then spend 1/3 of that and take more risks. I'm sure they'll still look great
No way.
The idea that the entire SP videogame industry got hit by some mismanagement ray gun simultaneously is fantasy.
If you believe that, then you have to believe all the managment talent magically warped into the DNA of multiplayer studios.
It's much more simple than that.
The SP games market became saturated years ago, and the bigger rats became rat kings by gobbling up all the smaller rats. The Live Service multiplayer market is still growing (and will for sometime) but the same occurence will happen there eventually too
What would you consider to be bigger?Baldur's Gate 3 budget including marketing must have been beyond $100M and isn't the biggest game of this generation.
The SP AAA industry does not care whether you finish their games. They care whether you buy their game. That's an unhealthy incentive structure.It didn't become saturated the way you're thinking though. So many AAA SP games bloated in content size, it became increasingly harder for even many hardcore & core gamers to finish them in a reasonable amount of time. That's why backlogs grew so much over the past few years.
Games are longer today because few people want to spend money on a game they believe will only last them a weekend. They want to invest in games they think will give them 80 hours of content. Again, the purchase point is the finish line, not engagement.And, because backlogs grew, it seems like more gamers decided it's not worth buying everything at launch if you won't have the time to actually play the game and feel like you get your money's worth. But a lot of publishers seem to be reading that the wrong way and think their games need MORE hours of content and that way people will buy more of them.
They do that, then it means budgets increase, team sizes and outsourcing has to increase, to create the needed content. And the problem just keeps compounding unto itself.
The GAAS market is the only market still growing in the core gaming space. Your hypothesis has always been correct but doesn't address why the GAAS market continues to grow and grow. It's getting deeper (See Fortnites continued growth) but also wider (See # of recent GAAS hits).The ceiling for the GaaS market is lower than for SP for a simple reason: those are games that need a full investment in time and will grow only by taking players off their competitors. In the mobile market this is very clear: every year some games EOS and new ones enter the market. The top dogs remain at the top unless someone shakes things up, like Mihoyo did in 2015 and more recently Shift-Up.
This dammit!! What was even the budget for Metroid prime, super smash bros melee, silent hill 2, original resident evil 2, resident evil remake?? Almost certainly not over 100 million back then, their teams also consisted of like 50-100 people as well. I’m fine with AA games like this that don’t push fucking agendas!Nah, fuck them, i don't care anymore. I'm tired of their constant crying.
- Their fault trying to cater to everyone because they want to sell to 3 billion people.
- Their fault paying their CEOs half the budget of a game.
- Their fault hiring celebrities and expensive voice and sound actors, bloating the budget even further.
- Their fault hiring useless people and activists who don't produce anything.
- Their fault attacking their main audience specifically when everything fails.
These studios want everything while breaking every marketing and math rule there is.
So collapse already. This way more smaller studios can be born from your ashes as they trim the fat by keeping only the useful and talented people.
Riot Games was a multiplayer focused company that has started diversifying into single games.Sony has produced a number of new single player IP (not AAA) for the PS5. They've all been wet farts.
Their first GAAS title has taken them to the moon.
It's important to note, studios only go in one direction and that direction is always towards Live Service multiplayer, never towards SP.
If you've historically made SP games, you're now making SP + MP.
If you've historically made both, you're pushing more towards MP.
If you've only made MP, you're still only making MP.
The opposite direction doesn't happen.
Well I mean look at the payrolls of big tech companies, you have a lot of payroll inflation when you need to pay the entire DEI Industrial Complex, there's DEI officers, DEI compliance department, all the DEI hires who do nothing but complain and attend basket weaving groups all day, the DEI consultancies like Sweet Baby Inc.Funny how the rise of woke policies has gone along with the rise of game budgets.......proabably just a coincidence,lol.
Returnal probably made its money back, but its sales are not particularly good. same w/ ratchet and clank, sackboy, demons souls. People complain about their 200 mil dollar games, but guess which of sony's games in the past 5 years have sold 8 mil + copies.Riot Games was a multiplayer focused company that has started diversifying into single games.
For Sony, Returnal did decently and we'll have to see how well Ronin and Stellar Blade do. We'll see most of the single player new IP published by Sony come from external or new partners, since current studios mostly already have successful single player IP to support.
It's a similar story with Nintendo.
New IP are riskier than existing franchises, I agree with that.Returnal probably made its money back, but its sales are not particularly good. same w/ ratchet and clank, sackboy, demons souls. People complain about their 200 mil dollar games, but guess which of sony's games in the past 5 years have sold 8 mil + copies.
This, back on the first page, with all the reacts and the quotes…Spiderman 2 hasn't even been out a year. It seems the problem is these companies want an immediate RoI and profit within a release window. While new games probably have front loaded sales, they can make money well after their initial release date and then there are streaming rights or service based revenue for putting on gamepass or psn.
Stop preaching to your core demographic;
Stop acting like you hate them;
Stop making games longer and bigger - your players don't want this;
Stop developing games you think will work, and develop games the market wants;
There's a massive disconnect here. We want to make what we want, and take the risk people might not like it. As opposed to we will make what the market wants and it will sell well.
It reminds me of the last few years before the PS4 and XB1 where a lot of games became stale because they all felt like reskins. We're back here now imo.
Riot Forge was their SP branch and was recently shuttered. Their SP efforts have been indie scale, and not particularly successful.Riot Games was a multiplayer focused company that has started diversifying into single games.
Bingo.If the solution were as simple as is being suggested here, it would have been done already.
But they still moved towards SP. Just like how Sony is moving more towards MP, but their tentpole games still all have SP.Riot Forge was their SP branch and was recently shuttered. Their SP efforts have been indie scale, and not particularly successful.
Their tentpole games all have MP. An ARPG, a fighter, and an MMO to go along with Valorant and League.
I think the larger trend still holds. The industry is overwhelmingly moving towards multiplayer.But they still moved towards SP. Just like how Sony is moving more towards MP, but their tentpole games still all have SP.
Are we going to pretend like Sony's most accomplished studio, Naughty Dog, didn't just waste two years worth of development time and resources on a GAAS project that will never see the light of day?GaaS won't take over completely. It's in addition to AAA, to create revenue for continued funding of said AAA production and to keep people playing within their ecosystem in between AAA releases.
Why are some people still obtuse to everything Sony said?
Yes I would agree with that. GAAS is the current trend publishers see as a new monetization method to offset rapidly rising costs.I think the larger trend still holds. The industry is overwhelmingly moving towards multiplayer.
DEI has integrated these folks into the American corporate hierarchy and as long as the system is stable they will probably remain embedded in it. I don't want the system to burn into the ground but it's in dire need of a purge of great depression era magnitude.videogame execs making up excuses for their incompetence is quite a sight. How about removing all the dead weight (staff) not related to videogame production? How about not making so many lame open worlds? How about working out a cost-efficient marketing campaign? (See Palworld example). How about rewarding innovation instead of following trends?
All this without mentioning the blue-haired elephants in the room.
People like this can't get out of business soon enough.
Not my wallet.The indie and AA landscape spans the globe. Those groups aren't pumping out hits. Gamers say they want that stuff but their wallets say differently.
They're generally a worse bet. If they were a better bet, big publishers would have a ton of smaller studios and pump out waves of indie & AA size titles. They've all learned the best bet is huge budget + big IP will give you the most return in the SP space.The reason indie and AA games work better is because they're lower risk, they don't need to sell insane amount of copies to recoup costs.
The industries biggest players disagree. Traditional SP AAA is only a safer bet if your goal is (diminishing) profitability. If your goal is growth, the safer bet is GAAS, which is why we see everyone go in that direction.A big GAAS still holds a lot of risks, they aren't really any safer of a bet than AAA single player games. In fact, getting a hit that will produce huge profits for years to come is extremely hard to achieve.
GAAS doesn't denote entry point. GAAS denotes developer support post launch / post purchase.Even success cases like Helldivers 2 you always bring up can only be called successful because they relied on traditional monetization models to profit, rather than the type of monetization GAAS normally employs. They sold and made money in no different ways than similar hits like BG3, Palworld or Elden Ring.
I could be convinced that PvE GAAS are a safer, though lower upside, bet. PvP is where the Super Carriers are though.The real trend here you're not seeing isn't GAAS. Nor multiplayer focus. Its PvE, games that can be enjoyed both alone or alongside other people, usually without the need of huge time or mental investments from the player's part.
So more remakes, remasters and sequels then? The future of AAA looks so bright. These companies need to cut down on nothing but high budget AAA games, gigantic 100 hour open worlds, top tier voice actors, etc and focus on smaller, more structured AA gaming experiences as well imo. Doesn’t the Unreal Engine 5 suppose to help cut down on development costs as well?
They are:They're generally a worse bet. If they were a better bet, big publishers would have a ton of smaller studios and pump out waves of indie & AA size titles.
Growth and constant revenue is the greatest advantage, but it's also the biggest hurdle. Keeping players engaged with your game is an immense obstacle, even more so paying players.The industries biggest players disagree. Traditional SP AAA is only a safer bet if your goal is (diminishing) profitability. If your goal is growth, the safer bet is GAAS, which is why we see everyone go in that direction.
Thats a terrible definition for modern standards. Even BG3 is on its sixth patch and receiving endings and content, did so for years before its "release" last year too. Elden Ring will also be releasing an expansion soon enough.GAAS doesn't denote entry point. GAAS denotes developer support post launch / post purchase.
How many proper PvPs were successful in recent times? As in 2020 onwards. It's probably the worst investment you can make if you want a slice of the GAAS market.I could be convinced that PvE GAAS are a safer, though lower upside, bet. PvP is where the Super Carriers are though.
I meant both in sales and length, but I was mostly thinking in sales.What would you consider to be bigger?
Keep in mind it’s a 150+ hour game, has 248 actors who were all motion captured, more than 170 hours of cinematics, over 450,000 lines of dialogue, and 17,000 endings.
I just meant from a scope perspective, GTAVI may top it but no other game deserves to be costing more than it, most others should even come out cheaper, Elden Ring included.I meant both in sales and length, but I was mostly thinking in sales.
If it really had all these actors, cinematics, endings and dialogue make sure that didn't cost $100M at all, but way more. They mean a shit ton of work and people involved. Not only to develop them but also to manage, test, fix them and combine with everything else making sure it makes sense.
All of these studios you listed get an outsized proportion of their revenue and profit from their AAA SP efforts. That's what the OP is about. You suggested that indie and AA sized titles "worked better" when we know that isn't the case.They are:
Bandai Namco Entertainment Published Games - Giant Bomb
An arcade and video game producer, part of the Namco Bandai Holdings group.www.giantbomb.comSquare Enix Published Games - Giant Bomb
A Japanese video game company that is best known for the development of role-playing games. It is the result of a merger between two separate video game companies, Square and Enix. Its subsidiaries include Taito and Eidos.www.giantbomb.comNintendo Published Games - Giant Bomb
Nintendo was founded in Kyoto, Japan in 1889 as a manufacturer of hanafuda playing cards. The company went through several small niche businesses before becoming a video game company.www.giantbomb.comSega Published Games - Giant Bomb
Sega is a long-running Japanese company responsible for arcade hits like Space Harrier, home consoles like the Dreamcast, and franchises such as Sonic the Hedgehog.www.giantbomb.com
They don't have "mid to smaller" games because those types of games don't work in the modern market. Hence the OP and the topic we're discussing. We're in the AAA or GAAS era now.Mores specifically, they try their hands at GAAS while also investing on smaller games. Notice that the ones more desperate to cut into the GAAS market, like Sony or Warner bros, are the ones that actually don't have a huge portfolio of mid-to-smaller games to show.
Growth and progress is, by definition, more difficult. The biggest players in the industry are now spending a massive amount of resources on GAAS because they think the increased difficulty will yield resultsWB Games Published Games - Giant Bomb
WB Interactive Entertainment is the video game publishing arm of Warner Brothers.www.giantbomb.comSony Interactive Entertainment America Published Games - Giant Bomb
Sony Interactive Entertainment America is the North American subsidiary of Sony Interactive Entertainment. SIEA is responsible for publishing and marketing Sony's hardware and software in that region.www.giantbomb.com
Growth and constant revenue is the greatest advantage, but it's also the biggest hurdle. Keeping players engaged with your game is an immense obstacle, even more so paying players.
I'm not interesting in debating definitions of what GAAS means. Everyone knows what we're talking about here. No one considers BG3 or Elden Ring to be GAAS. Let's not be silly.Thats a terrible definition for modern standards. Even BG3 is on its sixth patch and receiving endings and content, did so for years before its "release" last year too. Elden Ring will also be releasing an expansion soon enough.
Let's increase the resolution a bit shall we? How many quality "Heroes Journey" PvP GAAS games have released since 2020? That's the Eureka moment. Get ready for Concord though, lol.How many proper PvPs were successful in recent times? As in 2020 onwards. It's probably the worst investment you can make if you want a slice of the GAAS market.
I mean they're more consistent. AAA SP brings more money, but, as OP says, they're riskier. Having a bigger portfolio of smaller titles to fall back on is a huge advantage. Not to mention some of them can turn into unexpected hits.All of these studios you listed get an outsized proportion of their revenue and profit from their AAA SP efforts. That's what the OP is about. You suggested that indie and AA sized titles "worked better" when we know that isn't the case.
They work perfectly well on the modern market. There are tons of successful AA and indie games we could keep listing and throwing around here.They don't have "mid to smaller" games because those types of games don't work in the modern market. Hence the OP and the topic we're discussing. We're in the AAA or GAAS era now.
And now they're laying off a whole bunch of workers and cancelling projects left and right. Very brave and stunning.Growth and progress is, by definition, more difficult. The biggest players in the industry are now spending a massive amount of resources on GAAS because they think the increased difficulty will yield results
"Fortune favors the bold."
Considering you were confused calling Lethal Company and Palworld GAAS, i think it's very much worth bringing up. The digital market allows for constant updates, its not a feature of GAAS, its something people expect from pretty much every game nowadays. You can't get by using just that as definition.I'm not interesting in debating definitions of what GAAS means. Everyone knows what we're talking about here. No one considers BG3 or Elden Ring to be GAAS. Let's not be silly.
Instead of imaginary games, you should start looking at released ones. And even if Concord turns out to be some huge hit, it'd be just the 3rd one in 4 years of new PvP successes, with still no guarantee of a long life.Let's increase the resolution a bit shall we? How many quality "Heroes Journey" PvP GAAS games have released since 2020? That's the Eureka moment. Get ready for Concord though, lol.
Some data from Mobygames about the amount of people in their game credits, plus the amount of years under development of them for some known ones:I just meant from a scope perspective, GTAVI may top it but no other game deserves to be costing more than it, most others should even come out cheaper, Elden Ring included.
You think indie and AA are more "consistent"? Consistently flopping you mean right?I mean they're more consistent. AAA SP brings more money, but, as OP says, they're riskier. Having a bigger portfolio of smaller titles to fall back on is a huge advantage. Not to mention some of them can turn into unexpected hits.
Relative to big IP AAA SP, they do not work well. Not even close.They work perfectly well on the modern market. There are tons of successful AA and indie games we could keep listing and throwing around here.
Meh.And now they're laying off a whole bunch of workers and cancelling projects left and right. Very brave and stunning.
Again, silly.Considering you were confused calling Lethal Company and Palworld GAAS, i think it's very much worth bringing up. The digital market allows for constant updates, its not a feature of GAAS, its something people expect from pretty much every game nowadays. You can't get by using just that as definition.
One thing we know for sure, PlayStation views Helldivers 2 as GAAS / Live Service.For example, is Granblue Fantasy Relink GAAS? It has PvE, MTXs and roadmaps but its treated as a single player game as it can be played entirely solo and offline. Is the Last Epoch GAAS? It also has PvE, MTX as well as a roadmap, can be played solo and offline too, but this one gets treated like GAAS for some reason.
You're a long way from believing GAAS is "lightning in a bottle". This is progress my young padawan.Instead of imaginary games, you should start looking at released ones. And even if Concord turns out to be some huge hit, it'd be just the 3rd one in 4 years of new PvP successes, with still no guarantee of a long life.
We don’t need to guess, the budget was a confirmed $100M.Some data from Mobygames about the amount of people in their game credits, plus the amount of years under development of them for some known ones:
Make sure several games have been way more expensive to be made than BG3. Extrapolating these numbers I'd say BG3 had a budget of aprox. around the $180-250M range.
- Diablo IV 9,169 people (>6 years)
- Far Cry 6 7,156 people
- Skull & Bones 6,865 people (11 years)
- Fortnite (may miss post launch staff) 5,783 people
- Starfield 4,037 people (>7 years)
- Spider-Man 2 3,816 people (5 years, $315M)
- Horizon Forbidden West 3,446 people (4 years, $212 budget)
- GTAV (from 360 version, misses post-launch GTAOnline staff and next gen ports) 3,770 people
- Baldur's Gate 3 2,944 people (6 years)
- TLOU 2 2,335 people (6 years, $220M budget)
- Elden Ring 1,668 people (4-5 years)
Baldur's Gate 3's budget was $100 million, compared to Pillars of Eternity 2's $4.4 million.
Yeah, it's the end of the world.Are we going to pretend like Sony's most accomplished studio, Naughty Dog, didn't just waste two years worth of development time and resources on a GAAS project that will never see the light of day?
Great games are made when devs make what they think will be fun to play, not what we think we want. The problem is, great failures are made that way too. So, budgets need to decrease so that the failures don’t bankrupt the studio. But you want big-budget games as well, and they need to sell 20 million+ to justify their existence, which means they need to appeal to 20 million+ people, not just the members of an obscure forum at the arse-end of the internet.
I don't know what the source is for the $100M number that IGN mentions. As far as I know Larian never shared the budget.We don’t need to guess, the budget was a confirmed $100M.
Josh Sawyer Would Make Pillars of Eternity 3 If Given a Baldur's Gate 3-Sized Budget - IGN
Obsidian Entertainment's studio design director Josh Sawyer said he would love to make Pillars of Eternity 3 if he was given the same budget as Baldur's Gate 3.www.ign.com
Sony's arguably the biggest example of this. Even Nintendo who reuses the dame IP from the 80s and 90s at least shakes up gameplay with each new installment.Sony is the beacon of hope
You know AI would also rid Miyamoto, Kojima, Aonuma, Miyazaki, etc... of their jobs too right?Can’t wait to see our friends on the purple forum try to cope with AI saving the AAA games industry and all their favorite blue hair twitter accounts losing their jobs over it
AA games also run better with a pro upgrade as does AAA. it's just that games will run at 4k120 like we were promised instead of 4k60So if AAA games are gonna be a thing of the past, would it make sense to spend $600 on a PS6/XBOX 6?