this post was submitted on 03 Dec 2024
62 points (100.0% liked)

Games

16857 readers
1319 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 2 years ago
MODERATORS
top 10 comments
sorted by: hot top controversial new old
[–] [email protected] 29 points 1 day ago (1 children)

Nothing "safe" about making completely unappealing games.

[–] [email protected] 14 points 21 hours ago (1 children)

That's the ironic thing about it. Because they're so safe it becomes completely bland.. basically all bit ensuring it won't be as successfully anyway

They're being so safe it's unsafe

[–] Sylvartas 4 points 21 hours ago

Meh. If it has no major flaws (except the blandness) they can pretty much prop up the sales with marketing.

[–] Kelly 9 points 22 hours ago
[–] BombOmOm 42 points 1 day ago (3 children)

Maybe they should spend less money. Something like Hollow Knight was made at a fraction of the cost of a AAA game, but is excellent.

If you spent a tenth as much on each game, you only need one or two games to do well for the whole set of ten to be a success.

[–] [email protected] 5 points 21 hours ago

hollow knight wasnt so good because they spent less money, they had creative freedom to do what they want.

[–] MegaUltraChicken 17 points 1 day ago

This is generally how Blumhouse makes films and they've been pretty successful from a business perspective.

[–] BlackAura 3 points 21 hours ago (2 children)

If the studio is already rather large and retains a number of employees then you're either asking for them to divide into small teams and produce a bunch of projects in parallel (none of which will potentially sell well or be able to maintain the momentum the studio has with previous AAA title releases), or you're essentially asking them to downsize into a smaller studio, laying off 80-90% of their workforce, to produce non-AAA titles again.

Those smaller projects now have smaller marketing budgets (1/10th each). Smaller marketing budget generally means less sales, unless something goes viral (0.1% of the time or less, so really you need 1000 projects not just 10). Not to mention price point is going to be at $20 or maybe $30.

Internally on each game you'll need people to take up the roles of like art director, or whoever decides the look and feel of the art for the game. With AAA titles you used to have one of those (I assume), but now one person has to look after 10 projects, or other people have to step up (one for each project) to do that job. Should they get paid more? Now your smaller projects are costing more money.

It's sort of like saying 9 women can make a baby in 1 month. We know that's impossible. AAA studios are not structured around creating 10 smaller projects.

[–] ampersandrew 4 points 20 hours ago

They probably ought to start then. It makes sense to build a small successful project and then build up that team to make a larger version of it, like Larian going from Divinity: Original Sin 1 and 2 to Baldur's Gate 3. It makes far less sense to just start with the big team and make something outside of your wheelhouse like Suicide Squad. If the thing they used to make is not trending toward a place where it allows them to scale up, or if the team is just tired of making it and needs a new creative outlet, maybe what the industry needs is an off ramp that will change a large team into multiple small teams.

[–] [email protected] 1 points 18 hours ago

What workforce?

Big studios are already ditching the idea of maintaining insitutional knowledge by doing more and more using cheaper contractors.

The downsizing is happening either way.