Stupid article. It always shocks me that people fail to remember that most 3rd party games do not sell the 15-25 million thay exclusives from successful manufacturers sell, all with the added cost of having to port to and support versions across multiple platforms, AND with 30% of sales revenue having to be paid to platform owners.
But then again, it's Polygon.
Make them shorter, release them more frequently, and stop spending 500 million dollars to make them.
Nobody's spending 500 million dollars on games.
More frequent releases = more devilish crunch and pressure on developer mental health. Lol
Solution: reduce scope in areas like hyper-realistic graphical assets and instead focus on polished gameplay. Utilize smaller teams and invest in the individual developer’s career and skill set, and strive for long term employee retention. Keep games shorter and more focused.
Focus on gameplay instead of chasing graphics. I appreciate good looking games, but it's really not necessary to waste your artists' time drawing the most realistic trees. Minimize bloat in games and just make a really good core experience. Games don't need to have 1000 side quests just so you can artificially lengthen the game to justify the $70 price tag.
People keep on making this mistake. Graphical fidelity and game length in themselves isn't why these games are getting expensive. It's a mixture of things that don't necessarily show up on the screen.
For example, Spider-Man 2. Very lean game. Little to no bloat to the point that they rushed the main story. Reused assets out the wazoo and only some small iterations from 2 prior iterations of systems and design. Not much of graphical bump above cross-gen Miles Morales.
300 million dollars. Why? Burbank office and corresponding wages/benefits expectations, development timeline, work licensing to the city of New York and 100 million in licensing to Marvel.
You actually hit on some of these points in your post
AmuroChan
, but it's worth reiterating that game development cost is just employees x average salary x time + licensing + marketing.
Getting good graphics is easier than ever. Hellblade 2 had 80 people working on it for what? 5 years? Even if it was seven, it's the highest graphical fidelity game out, and it'll be way cheaper than God of War Ragnarok.
Gameplay systems development is and will be a much harder, more time consuming and hence expensive endeavor than going after graphical fidelity.