Rusty Shackelford
Member
You can make a AAA game with about 20 people. Maybe less. These studios really don't need hundreds of people working on a game or even two or three. There's the high cost right there.
A few do, most do not. Big franchises need to keep scaling up and getting bigger than the last, in order to outsell their previous iteration. But that comes At the expense of people having the time or money to buy as many games as they used to. So then you play it safe and just keep buying only your most favorite series latest title.Do games sell at least 10X more copies compared to the 90s?
That's not what he said at all, and you're still wrong.
Probably the server hosted lobbies, which are ghost towns. Would really prefer a quick match and practice mode for Tekken Ball instead.I dont understand how Tekken 8 could be triple the price of Tekken 7. Engine was already used. Its a graphical leap, thats about it
Dunno about that chief; the lighting has been completely overhauled and the character models have been hugely upgraded and they're probably made from scratch. Same with the stage visuals.Yeah, he said 2-3 times more, and no it’s not that much more impressive looking. It’s a slightly prettier Tekken. Diminishing returns.
A single dev made a game that looks like this in ~5 years, sells it for $25:Everyone in the industry keep saying this and most gamers just don't want to hear it or even care.
That's what they are doing. More efficient means less staff is needed. Those AAA games that have a fraction of the budget also use a fraction of the manpower.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.
Dunno about that chief; the lighting has been completely overhauled and the character models have been hugely upgraded and they're probably made from scratch. Same with the stage visuals.
Tekken 8 on the left and Tekken 7 on the right.
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Not every game tho.There are a lot of great polished games that are worth the money, you just need to be smarter and stop supporting the gales that you think are scummyGames are just trojan horses for where the real money is made these days. They're 10 times more expensive yeah but 100 times more scummy in getting money out of you.
A single dev made a game that looks like this in ~5 years, sells it for $25:
So yeah, sorry i don't buy the whole "costs going up and there's nothing we can do about it" narrative
Do games sell at least 10X more copies compared to the 90s?
If giving games a retro-ish look (a mighty impressive one too) is all it takes for the costs to go down (hint: it isn't), i'd gladly take it any day of the week over $70 games filled with MTX and millionaire CEOs whining about game costs.Is this supposed to be impressive? This looks like a very old FPS game.
Exactly. It's why the AAA industry's behavior has been the way it has been over the last few years. So many AAA developers and publishers are concerned about blowing tons of money into projects that feel too risky because they don't want them to fail. It also explains why so many games felt so "similar" over the years IMO. Or the constant sequels, remakes, etc. It's all a safety net. The indie and AA (and adjacent) studios continue to carry video games when it comes to new IPs, fresh/unique ideas, etc.Harada is absolutely right.
I remember very well how Tekken 6 and Tekken Tag Tournament 2 released.
Yes there were no MTX and no season passes, but also absolutely no support after release. Those games didn't get any patches, no new content, nothing.
Yeah, Tekken 7 season passes made owning the "complete game" more expensive, but also the game got a lot better each year with active support from the developer.
and the improvement is barely noticeable
maybe, just maybe, it's time to stop chasing productrion values till the bitter end?
I get that consumers have expectations they would like met, but we don't set the game budgets or game scope. If the budgets are unsustainable then change the scope to make it sustainable.
I don't get why we as customers should care about game budgets. It's up to each company to handle their own businesses.
All I fucking play is Brotato lately, and I'm happy.This industry's current trajectory is factually and very obviously not sustainable. Mass layoffs + record maintenance costs= something must change or everything will change. Mark my words.
I see AAA game development being completely rethought, remonetized, and reorganized in the next five years; in what capacity is hard to say but it stands to reason that these maintenance costs are going to fall to us at some point. I don't think it's out of the question for fighting games to eventually have subscription fees not unlike Gamepass or PS Plus, and that will be in addition to upfront premium sale prices and micro transactions.
I got a feeling the industry's future, as far as the AAA ecosystem is concerned, will not include me as a consumer...., and that's ok. The AA and indie space is where I've gotten the most hours of gaming the last decade anyway.
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.Such glorious gaslighting.
Yes games do cost 10X more than in the 90s. The question is, does that actually matter from a business perceptive?
The answer is absolutely not, not at all, nope.
The only thing that matters is the bottom-line. We can see, factually, that these companies are NOT losing money and infact make MORE money now than in the 90s.... a lot more. How much you spend doesn't matter at all, what matters are profits. End of discussion. When companies can realistically come out and claim that AAA pricing is killing thier company, I will listen but it's total BS.
Sony for example keep crying about 200million budgets. 1. that's thier choice and by no means mandatory. 2. It's part od thier brand identity ffs, they wouldn't even have a successful platform without the support of those ip. Ffs look at what's happening to MS due to thier lack of such titles.
They are not crying about not making money, they are crying about not make as much money as they would like. If they really wanted to up thier profits quickly they could just lay off a bunch of staff..... oh wait.
My most played games in the last decade are bound to be Streets of Rogue, Third Strike, (yes still), random Yakuza games, and Blasphemous despite having, for some reason, purchased most of the big AAA titles at some point or another or having access to them through either PS Plus or Gamepass, trying them for a half hour, and just putting them down out of boredom.All I fucking play is Brotato lately, and I'm happy.
If they reduce the scope of the games and shorter development cycle the budget will come down significantly aa well. People aren't demanding most cutting edge graphics anymore. They want good games.That's what they are doing. More efficient means less staff is needed. Those AAA games that have a fraction of the budget also use a fraction of the manpower.
Do games sell at least 10X more copies compared to the 90s?
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.
If you love games and are also on a gaming forum talking about games.............then you should care bout game budgets.
Here’s an insane idea. Hear me out. How about a gameplay focus game with a creative idea, modest budget and a realistic timeframe?You can make a AAA game with about 20 people. Maybe less. These studios really don't need hundreds of people working on a game or even two or three. There's the high cost right there.
If gaming budgets are unsustainable, how are we as consumers supposed to stop that??
Assuming it's nothing we as customers we can do about how gaming budgets are decided, why care about something not in your control?
Because it can and will affect the thing that you love.
Plus.....stop crapping on games that are "ONLY" 10 hours in length will help too.
Yeah and some games make 50x+ more. What's the point of bringing this up? Cars cost more too. Houses are over 30x the cost in price?
I must have grown up in a different 90's. There was online and a multitude of specs. Massive differences between the consoles specs, massive difference between the specs of Arcade boards and the vast number of PC 3D cards too but hey at least one could buy a house in the 90s and people worked
and the improvement is barely noticeable
maybe, just maybe, it's time to stop chasing productrion values till the bitter end?
You can make a AAA game with about 20 people. Maybe less. These studios really don't need hundreds of people working on a game or even two or three. There's the high cost right there.
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.Wow, so simple. Why didn’t the studios think of that? Why are they needlessly maintaining such expensive high headcounts?