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Joined 2 years ago
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Cake day: March 18th, 2024

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  • Not so much covered in this article, but the vast majority of the spending is in paying more developers, and executive pay, which is largely in stock, isn’t a large contributing factor. Your favorite game from 25 years ago was probably made by 30 people in 18 months, and now the equivalent level of production value today is made by somewhere between 300 and 1500 people over a longer stretch of time.



  • You’re not playing 500 games per year. Realistically, you’re playing a dozen or so if you’re a real enthusiast. Focus on the ones you like, support them with your time and money, and the market makes more of them. There are so many good games coming out in a year that I can’t keep up with them; I’ve got a spreadsheet and something resembling an Agile planning methodology to get through them more efficiently, and I still don’t have a chance of playing everything that looks good. Hardly any of those have any microtransactions (I definitely don’t buy them in the ones that do), and none of them waste my time.





  • They are not “most games”. They might be most games you’re aware of, because those games spend the most money on marketing. The type of game you want is downright abundant, and even some of the games you’re ranting about have more substance than you give them credit for, though they may not be your cup of tea.

    From last year, check out Split Fiction, The Alters, Kingdom Come: Deliverance II (it has a season pass, but you can take it or leave it), Dispatch, or Clair Obscur: Expedition 33. From this year, I can recommend Escape from Ever After first-hand, and I’ve got plenty on my radar that I hear good things about.










  • The layoffs across the games industry over the last two years have been widely framed as a cost correction.

    They are. Maybe you were fortunate enough for your 1200-person company to sustain itself on one big hit, but an economic downturn shrinks your audience considerably and makes it tougher for you to break even, and that’s assuming the quality of your game and marketing are just as good as your last hit.

    I saw this firsthand while leading the external production team during the development of Immortals of Aveum. The project makes a useful case study precisely because it was ambitious and structurally complex: one of the first major titles built on Unreal Engine 5, with multiple external teams contributing across characters, creatures, weapons, and first-person gameplay assets in a multi-vendor AAA environment.

    Maybe the problem was that a brand new team made something so ambitious on their first go?

    The question is no longer whether external development is essential. It’s whether the industry is willing to treat production continuity as infrastructure — or continue optimizing for short-term cost while the capability that made AAA possible quietly fragments.

    Maybe we ought to question whether AAA as the author knows it is really necessary. We can get excellent production value out of small teams that reduces the risk of not breaking even, and Unreal 5 is pretty damn good at enabling that. There’s an enormous success like Clair Obscur, but then there’s also a more modest success like The Alters or The Thaumaturge. I find it interesting that, despite their name and some pretty undeniable successes, a US studio like Supergiant Games can still measure their workforce in the dozens, not hundreds. I’ll bet they’re pretty good at retaining that talent.



  • In middle school, in homeroom, I sat behind a guy who could not contain his excitement for MGS2. It was the first week or so of school. Every day it was a countdown to when he could play the game. “One more day, man. One more day until Metal Gear Solid 2.” So the next day, I asked him, “So how is it?” He was shellshocked. “Snake died, man.” Excitement was gone. His day at school was ruined. I didn’t check in with him later, but presumably, a 7th grader couldn’t make heads or tails of the ending of that game, if he made it that far. I didn’t play it myself until a few years later, and it was one of the most talked-about endings in all of video games, because it was so barely comprehensible, at best.