What is the solution to fix the development cycles with videogames?

Add less complicated proprietary HW platforms to the current x86 PS5 platform and allow studios to chose between them.
Bring back the PS2/1 platforms on PSN via updated PS2/1 HW and allow studios to make new exclusive PS2/1 games that take advantage of DualSense.
This way studios can choose between complexity, development time and development cost.
AAA PS1 games in under a year, AAA PS2 games in 1-2 years and AAA PS5 games in 3-6 years.
With updated SDKs and development HW PS2/1 game development cycles should improve significantly.
Studios competing for user time across three active platforms via the PSN will radically change video gaming.
A PS1 game that took one year to make at a cost of $5mil could sell on the PSN for the same $60 as a PS5 game that took 6 years to make at a cost of $200 mil.
Studios could make six new PS games, three new PS2 games or one new PS5 game in the same 6 year period of time.
Most importantly, with the PS5 handling all multi-platform games(PC, Switch, Xbox, etc.) 100% of new PS2/1 games could be PSN exclusives that work with DualSense.
With all x86 PS consoles having the PS2/1 HW it would be possible for the PS2 to exist as a lower priced stand-alone PSN console that's competitive with Nintendo's Switch.
With time the PS2/1 platforms will have a larger user base (PS5 consoles + PS2 consoles = PS2/1 platform consoles) and more games than the more expensive x86 platform.
 
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CLW

Member
(1) cut the 100+ go fetch this random item side quest
(2) map size smaller
(3) hire people with actual talent not filling some sort of dei quota that do not actually add anything to the work
(4) Playtime 1 play through 12-40 hours MAX
 

Kataploom

Gold Member
RayTracing

Virtual geometry

Virtual texturing

Not making everything 60+ hours open worlds
Start focusing some projects with non hyper realistic graphics

Stop paying Hollywood actors all the time, barely anyone care and TBH it takes out of immersion sometimes. Save it for a handful big projects.

Start using higher level tools, we don't need to do everything at polygon level, character creators, furniture creator, fabric/cloth creator, etc. Standard materials libraries, etc. Should be great for most stuff and just leave lower level production for hero assets.

That's on my opinion at least.
 

Trogdor1123

Member
What is number one time consumer in a games production? It guess it’s asset development? Regardless of what it is, the parts that took less time before but longer now are what should be looked at.

People saying small budgets are looking effects, not causes. We need to find the cause.
 
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