Panajev2001a
GAF's Pleasant Genius
I see a three levels pricing scheme for next-generation games, at least I do think this will be true especially for post-launch titles (close to next-generation's 2nd generation titles).
I have heard several developers expecting polygon count raising at least 10x from current games and they guys at Epic expects for outdoors levels to have up to ~100 Million polygons in the level and Unreal Engine 3 is targeting the next-generation of consoles as well as advanced Desktop PC GPUs that will launch in that period (late 2005 and early 2006).
Those levels do not create themselves, they require more and more man-power, more and more man-hours which do cost you a pretty penny.
There is only so much that COLLADA, OpenMAX, OpenGL ES, XNA, etc... can do to reduce development costs: content creation costs are going to sky-rocket next-generation IMHO.
Prices will go up: they need to.
Gamers will want, will demand games that are more and more graphically advanced, that push the next-generation consoles.
Say that Xbox 2 can create the visuals of Toy Story 2 in real-time.
Do you think a nice game can be made with that kind of visual quality and varied content and sold at a profit with a $49.99 MSRP ?
This was just an example, an exageratred example just to convey the point.
We might see less AAA titles that show ultra-advanced graphics next-generation during each year, but as you can see from 2004... people whined in 2003 for the not-abundance of major releases and due to the over-abundance of said games people are saying "too much, move 'em to 2005".
I think that a MSRP of $59.99 will be used for most of all the big-hitters next-generation (maybe not for the launch titles, but again I cannot exclude it).
We used to pay more than that in the 16 bits days.
I see prices for AAA titles being lower than that if companies cut the middle man somehow and allow users to buy and download the game directly from the publisher's house (through Microsoft LIVE or Sony's network).
There are good news though.
Thanks to the good work that all three console manufacturers are doing aimed at reducing development costs in terms of programming-time and development-learnign curve for the machine.
Setting things up, sharing data with various content creation tools, using middlewares for A.I., Physics, etc... will be easier.
On a slightly similar note, you will see games with MSRP hovering around $39.99-49.99 during next-generation and I am not only talking about Mary Kate & Ashley do Dallas (do as in... drive in the city... ahem... [eat a burger you two]) kind of titles either.
Creating ultra-detailed content is hard and expensive, but also creating very cool looking things with very harsh requirements/restrictions is.
Do you think that Polyphony would spend more money if their artists would not have to fit in less than 6,000 polygons per car (4,000-5,000 for several cars) all the detail they try to fit ?
I am sure a lot of people here on GA could create pretty nice looking character models (models you would actually want in a game ) without taking 3 years, but you would look at the polygon-counts (in not too few of them) and it would be something quite high.
Same goes with lighting: if you can afford to have several spot, directional, omni lights in your game at good frame-rates you might be able to reduce the time you spend lighting the levels.
Sure, this is what some call the lazy path.
The one that would lead games on current consoles to slide-show like frame-rates with not even any more impresive looking scenes than those games which achieve 30-60 fps.
What can the next-generation of console do to help developers (especially smaller groups or groups without a giant budget... say small team published by EA, but not given a high budget) ?
Well, we could see those slide-show games running now at 30-60 fps with graphics probably prettier than most of current-generation titles just because of the better Image Quality they will be able to afford (higher AA and better Texture Filtering).
Those games will probably cost less to make than today's top-games in terms of programming resources and optimization of the content (which does rise content creation costs).
Those are the games I see with a MSRP with $39.99 while for an MSRP of $49.99 I see titles that sit in between the two generations.
Most of those $49.99 titles would be based on similar ideas to the $39.99 titles: basically evolved current-generation titles in terms of technology, but with more time and money spent developing story, gameplay, art, etc...
At $49.99 you will basically see two category of games IMHO:
1.) titles that will feel like shorter, smaller and a bit rushed efforts, but with next-generation graphics or close to...
2.) titles that will feellike great current-generation++ games.
I have heard several developers expecting polygon count raising at least 10x from current games and they guys at Epic expects for outdoors levels to have up to ~100 Million polygons in the level and Unreal Engine 3 is targeting the next-generation of consoles as well as advanced Desktop PC GPUs that will launch in that period (late 2005 and early 2006).
Those levels do not create themselves, they require more and more man-power, more and more man-hours which do cost you a pretty penny.
There is only so much that COLLADA, OpenMAX, OpenGL ES, XNA, etc... can do to reduce development costs: content creation costs are going to sky-rocket next-generation IMHO.
Prices will go up: they need to.
Gamers will want, will demand games that are more and more graphically advanced, that push the next-generation consoles.
Say that Xbox 2 can create the visuals of Toy Story 2 in real-time.
Do you think a nice game can be made with that kind of visual quality and varied content and sold at a profit with a $49.99 MSRP ?
This was just an example, an exageratred example just to convey the point.
We might see less AAA titles that show ultra-advanced graphics next-generation during each year, but as you can see from 2004... people whined in 2003 for the not-abundance of major releases and due to the over-abundance of said games people are saying "too much, move 'em to 2005".
I think that a MSRP of $59.99 will be used for most of all the big-hitters next-generation (maybe not for the launch titles, but again I cannot exclude it).
We used to pay more than that in the 16 bits days.
I see prices for AAA titles being lower than that if companies cut the middle man somehow and allow users to buy and download the game directly from the publisher's house (through Microsoft LIVE or Sony's network).
There are good news though.
Thanks to the good work that all three console manufacturers are doing aimed at reducing development costs in terms of programming-time and development-learnign curve for the machine.
Setting things up, sharing data with various content creation tools, using middlewares for A.I., Physics, etc... will be easier.
On a slightly similar note, you will see games with MSRP hovering around $39.99-49.99 during next-generation and I am not only talking about Mary Kate & Ashley do Dallas (do as in... drive in the city... ahem... [eat a burger you two]) kind of titles either.
Creating ultra-detailed content is hard and expensive, but also creating very cool looking things with very harsh requirements/restrictions is.
Do you think that Polyphony would spend more money if their artists would not have to fit in less than 6,000 polygons per car (4,000-5,000 for several cars) all the detail they try to fit ?
I am sure a lot of people here on GA could create pretty nice looking character models (models you would actually want in a game ) without taking 3 years, but you would look at the polygon-counts (in not too few of them) and it would be something quite high.
Same goes with lighting: if you can afford to have several spot, directional, omni lights in your game at good frame-rates you might be able to reduce the time you spend lighting the levels.
Sure, this is what some call the lazy path.
The one that would lead games on current consoles to slide-show like frame-rates with not even any more impresive looking scenes than those games which achieve 30-60 fps.
What can the next-generation of console do to help developers (especially smaller groups or groups without a giant budget... say small team published by EA, but not given a high budget) ?
Well, we could see those slide-show games running now at 30-60 fps with graphics probably prettier than most of current-generation titles just because of the better Image Quality they will be able to afford (higher AA and better Texture Filtering).
Those games will probably cost less to make than today's top-games in terms of programming resources and optimization of the content (which does rise content creation costs).
Those are the games I see with a MSRP with $39.99 while for an MSRP of $49.99 I see titles that sit in between the two generations.
Most of those $49.99 titles would be based on similar ideas to the $39.99 titles: basically evolved current-generation titles in terms of technology, but with more time and money spent developing story, gameplay, art, etc...
At $49.99 you will basically see two category of games IMHO:
1.) titles that will feel like shorter, smaller and a bit rushed efforts, but with next-generation graphics or close to...
2.) titles that will feellike great current-generation++ games.