ByWatterson
Member
But people use the emoji when you suggest higher prices.
Prices have to go up, period.
Prices have to go up, period.
Cause most corpos are stupid and don't know how game dev work. Far too many think you can solve stuff by just throwing people at the problem.
Imagine believing corpos actually know what they're doing.Sure, Jan.
(Imagine actually believing this)
But people use the emoji when you suggest higher prices.
Prices have to go up, period.
I personally don't mind smaller games. In fact I think games need to have their scope reduced to balance their budgets.
But people use the emoji when you suggest higher prices.
Prices have to go up, period.
But then you'll sell less games and those same employees will still be laid off. People.................we have too many people working on games. THERE ARE TOO MANY GAMES BEING MADE! And they are too long!
Well then reduce development costs by being more efficient. Don't tell it can't be done. There are many games out there which give aaa like experience for a fraction of budget of some of these big franchise bloated games. Making movies and games have become ridiculously expensive because of the inefficiency and huge bonuses and salaries of the top management who know nothing about making movies or games.
AI is going to save this industry.
Sorta not kidding.
But who asked for games to become these huge budgets. Gaming was completely fine with its AA and Indie games. As well as AAA that costs less than 100M, We didn’t need these ridiculous budgets.
There's no gaslighting. You're just failing to understand a few things, or not acknowledging them. I think you've only half thought this through.
Firstly, I bet you haven't done any comparative analysis on the balance sheets of the 90s versus now. Whatever the numbers are, I can guarantee you that if you really inspect them, profits made today are more reliant on things other than just selling the game as compared to back then. People were actually paying way more for games back then, not just adjusted for inflation. Yes, the audience was smaller, and that problem was somewhat solved with the boost in the number of gamers (which was a direct result of the increased budgets and technological advances in the medium - no matter how much people pretend like tech, graphics and visuals don't matter now), but that number is not growing like it used to and getting outpaced by the amount of time, money and effort that goes into this stuff.
Which leads into the second point: If you were making a game in the 90s or 2000s, the project generally lasted 2-3 years max with tens of people at most. If you make a 10 million dollar profit, especially in 2000s money, that's golden.
As you know, that's not the case today. There is so much more money, so much more time, and so much more at risk when embarking on the production of a major game today. And Harada is talking from a fighting game perspective, a genre that's stayed about the same in scope for most of 30 years at this point. Do I need to get into the 5-7 year productions that most major, non-annual titles have to go through now? The thousands that have a direct hand in the game's production over those years?
So if you make 30 million dollars on a 200-300 million dollar investment over 6 years of medium-high intensity development, it's almost not worth it. The profit motive is not as present, especially since you're on the hook for a loss just as high or much bigger if just a few things go wrong.
I would've thought more people understood this post Insomniac
From the 90s, no, that's unnecessary as the sheer existence of Bandai Namco is proof they have profited well through the decades. But coz you need number, from 2006 to 2023 Bandai Namco DOUBLED it's profits from 1.3bn to 2.7bn. That should be end of discussion with regards to profit, but let me continue.There's no gaslighting. You're just failing to understand a few things, or not acknowledging them. I think you've only half thought this through.
Firstly, I bet you haven't done any comparative analysis on the balance sheets of the 90s versus now. Whatever the numbers are, I can guarantee you that if you really inspect them, profits made today are more reliant on things other than just selling the game as compared to back then. People were actually paying way more for games back then, not just adjusted for inflation. Yes, the audience was smaller, and that problem was somewhat solved with the boost in the number of gamers (which was a direct result of the increased budgets and technological advances in the medium - no matter how much people pretend like tech, graphics and visuals don't matter now), but that number is not growing like it used to and getting outpaced by the amount of time, money and effort that goes into this stuff.
Which leads into the second point: If you were making a game in the 90s or 2000s, the project generally lasted 2-3 years max with tens of people at most. If you make a 10 million dollar profit, especially in 2000s money, that's golden.
As you know, that's not the case today. There is so much more money, so much more time, and so much more at risk when embarking on the production of a major game today. And Harada is talking from a fighting game perspective, a genre that's stayed about the same in scope for most of 30 years at this point. Do I need to get into the 5-7 year productions that most major, non-annual titles have to go through now? The thousands that have a direct hand in the game's production over those years?
So if you make 30 million dollars on a 200-300 million dollar investment over 6 years of medium-high intensity development, it's almost not worth it. The profit motive is not as present, especially since you're on the hook for a loss just as high or much bigger if just a few things go wrong.
I would've thought more people understood this post Insomniac leak.
Boohoohoo... More content? Where? The completely senseless avatar-bullshit? The recycled Tekken 7 costumes? CGI cutscenes as an excuse for predatory practices? WTF?Tekken 8 didn't get an arcade release so people are forgetting that they've already lost out on that revenue stream which is still popular in Japan, South Korea, etc.
Tekken 8 also contains more content than Tekken 7, it also has full CGI cutscenes for characters endings again, remodeled characters that bring them to near CGI levels compared to the messed up look most had in Tekken 7 and much more.
People mentioning past games seem to also forget that Tekken 6 sold just OK and that Tekken Tag 2 sadly bombed. Tekken 7 was the first major profitable title in a long time for them and Tekken 8 has only just beat opening sales, not overall profits.
Do you not remember how little content Tekken 7 had at launch? The same game that charged for frame data in practice mode as DLC a year or so later.Boohoohoo... More content? Where? The completely senseless avatar-bullshit? The recycled Tekken 7 costumes? CGI cutscenes as an excuse for predatory practices? WTF?
Tekken isn't exactly known for being singleplayerThen make more single player focused and or single player only games with robust mod support, no need server upkeep and modders help devs to do most of the long term support.
The ONE Thing T8 has over T7 content wise is Tekken Ball and you know it.Do you not remember how little content Tekken 7 had at launch? The same game that charged for frame data in practice mode as DLC a year or so later.
It's even worse IMO. Many of those said they don't want/need/have to understand any of development. Even not a basic interest of knowing how things they like are made.Said by people who have never written a single line of code before in their lives.