Ex-PlayStation boss reveals the jump from PS4 to PS5 doubled the price of development for very little improvement, causing AAA studios to pull back

Wasn't saving devs development cost a PS5 design goal? Like the SSD was talked about this as saving dev work.

Mark Cerny "The hope is that this leads to a dramatic simplification in game development. For example, developers won't need to manually set up LODs, or worry about duplicating assets in multiple places on disk just to reduce load times."
 
Hasnt Sony made 5 times as much money during ps5 than all the other generations combined? This shit sounds fishy as hell.

Not fishy at all. Sony lost massive amounts of cash during much of the PS3 generation. Plus Sony makes a ton of cash now because PS+ is needed for online which didn't exist from PS1-PS3.
 
Well, Clair Obscure exists, so I'm sure they can make games cheaper if they really want to. If not, scale down the production, make some AA games, as long as the game is good, that's all that matters, plus if you can make it a 60 dollars, they will sell.
 
I have to call out this bs out, because franky its disingenuous and selectively used against games based on who the publisher is. For the past 20 years, every sequel to a successful IP has followed the same formula. Thats the whole point of making a sequel; to give people more of what they loved from the first game and build on it. If the second game was to deviate too far from what made the first game loved by fans, then it wouldnt be a sequel, it would be a different game. Fromsoft games wouldnt be successul if Dark Souls 2 and Dark Souls 3 didnt follow the same formula of Demon Souls and Dark Souls 1. Uncharted wouldnt be a successful franchise if Uncharted 2 and 3 went in a completely different direction than Uncharted 1, and so on. Its been like this since the PS2. Before then you had more of a substantial change in game design because technology improved every generation, giving devs more memory and processing power to evolve gameplay mechanics.
This isn't true, the first game that bucks this trend was RE4, shifting the entire gameplay to a whole different framework. It did so again with RE: 7 and as you can see they are sequels on top of being "next-gen" and are also the most performant out of the entire series. It's clear that changes within sequels does matter, critically and sales wise. Unless your game's core identity is built around it like Street Fighter, sequels that deviate does not only win new players but expand the audience as well.

Others of note whose games change up in sequels and still receives a better reception: MGSV and God of War. Note that they changed the formula so much it's essentially a different game in the franchise and gamers loved it. Now that we are in the PS5 period with the biggest jump of all the console power — and we're barely seeing anything noteworthy of it. In fact, all the technically and impressive games ironically fall into the indie realm: Still wakes the deep, The Plague Tale Series, Hellblade and now Kingdom Come. All smaller in budget compared to Sony's first party offerings. It truly is a joke of a generation that we haven't seen developers in Sony's AAA party releasing an actual game they wowed us like Uncharted or The Order: 1886. With one exception that is Ratchet & Clank that is finally achieving that CG look it's been trying to promote from the PS2 days.
 
Exactly

PS1: "Oh look, it's a shiny new product, so it's naturally expensive"

PS2: "This powerful machine lets us make bigger games, so naturally, they cost more"

PS3: "Everything needs to be in HD now, which is incredibly complicated and, you guessed it, expensive"

PS4: "These visuals are almost real. Crafting them demands immense resources, making games incredibly pricey"

PS5: "Even for existing franchises, the new generation demands double the budget for that next-gen polish. Of course, it's expensive"
By the PS3 generation, teams of 20-30 people weren't enough any more. Half-Life 2 had an 80 man team and took 6 years, and things spiralled from there. These days Valve is considered "small" and I've seen people on these forums doubt their ability to produce an AAA title.

I don't really understand the puzzlement in this thread about the rising costs. When you're employing several hundred people over several years, that's going to be seen in the balance sheet.
 
In the case of the Spiderman games it's more like 3-4x per the Insomniac leaks.

Spiderman 1: $89M
Miles Morales: $156M
Spiderman 2: $315M
Spiderman 3: $385M

Wild negative learning rates from what's basically the same assets recycled 4 times.
 
Yeah really hurting Playstation bottom dollar. Triple A budgets are the problem. Spending is out of control

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