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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(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
 
I don't talk politics but you really need real talented devs cause I believe the right people do exist and you just need to acquire them.
 
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.
 
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.
 
Sad reality is a lot of the old guard are gone, I think we just went through a sweet spot around the PS4 period where there were folks that spent all night for weeks on end wading through a river of shit to get one triangle on the screen back in the PS2 days, then once they hit relatively powerful, easy to use hardware like PS4 it just supercharged their abilities; as a multiplier to the already insane levels of efficiency and optimisation they were capable of. I think when you really have to fight tooth and nail to get something minimal to begin with, it brings with it a certain momentum that then takes you much further. Years of experience overcoming obstacles and achieving miracles on complex hardware, then multiplied by vast uplifts in power down the line.

Now many people coming up have so much done for them though layers upon layers of abstraction, they never really get any momentum, it's just kinda there. Not to say there aren't talented people out there still doing impressive things, but I think as a general rule, folks who had to overcome a lot of hardship to get things barely functional then being unleashed on hardware that's 20-100x more powerful than what they came up on, vs folks who largely have a lot of that work done for them then being "unleashed" on hardware that's...4-20x more powerful; well, the the former is just a recipe for something more impressive.

I think that early-mid PS2 through late PS4 was a golden age of experience and expertise grown out of immense feats of optimisation, efficiency and software engineering. Now they're fading away.
 
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Solution is easy...you just need MOAR good devs and studios in the cycle....so you dont recognize it that it takes them all 6 years.

Think Dota 2 GIF by Alliance
Only acceptable answer. There are 8 billion people, surely there's enough talent to form 30 teams that could give R* a run for it's money. 10 year game cycles will give you 3 mega masterpieces each year. Getting 3 super high quality titles like GTA6 every single year that you can play for years each. I'm fine with that. You wouldn't have enough time to play all those super mega masterpieces.
 
1. No investors meddling with the project
2. Smaller sized teams with no bloat
3. More autonomy and responsibility per team member (for a sense of gratification)
4. Don't focus on trends
5. Prioritize creativity, fun and gameplay
6. Don't insert any political viewpoints (or if you do, make sure it's done tastefully, realistically and in an honest way. No clear right or wrong, just a matter of opinion, aka don't shove your political shit into people's throats, people can think for themselves)
7. Set a clear vision for size and scope
8. Playtest a lot
9. Listen to player feedback
10. Reap the hard earned and well deserved honest rewards

AKA be logical, it ain't rocket science.
 
Sad reality is a lot of the old guard are gone, I think we just went through a sweet spot around the PS4 period where there were folks that spent all night for weeks on end wading through a river of shit to get one triangle on the screen back in the PS2 days, then once they hit relatively powerful, easy to use hardware like PS4 it just supercharged their abilities; as a multiplier to the already insane levels of efficiency and optimisation they were capable of. I think when you really have to fight tooth and nail to get something minimal begin with, it brings with it a certain momentum that then takes you much further. Years of experience overcoming obstacles and achieving miracles on complex hardware, then multiplied by vast uplifts in power down the line.

Now many people coming up have so much done for them though layers upon layers of abstraction, they never really get any momentum, it's just kinda there. Not to say there aren't talented people out there still doing impressive things, but I think as a general rule, folks who had to overcome a lot of hardship to get things barely functional then being unleashed on hardware that's 20-100x more powerful than what they came up on, vs folks who largely have a lot of that work done for them then being "unleashed" on hardware that's...4-20x more powerful; well, the the former is just a recipe for something more impressive.

I think that early-mid PS2 through late PS4 was a golden age of experience and expertise grown out of immense feats of optimisation, efficiency and software engineering. Now they're fading away.
There is also a claim that in a lot of large studios, the old guard have all retired and the new hires don't know how to use the tools. That there was a failure in transferring skills between generations. I think Nintendo is one of the exceptions who focused a lot on making sure their own developers are up to Nintendo standards.

The change in crew is most prominent when you have legacy franchises that ended up with devs who have never made the old games. Like, is it even part of the franchise anymore?
 
audible has novels that last for 7 hours and fill my mind with adventures and feelings.

The game makers should focus on experiences similar in length.
 
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