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by stickfigure 3357 days ago
a lot of this is still driven by the hardware arms race

Only a handful of AAA games are in the "HW arms race". By sheer numbers, the overwhelming vast majority of games sold are casual games downloaded on mobile devices.

The game industry is driven by people's short attention spans. It doesn't matter how fast you upgrade the technology, people get bored of playing the same game in the same way they get bored of watching the same movie even if you upgrade it to super-purple-ray-3D-smellivision. You already know the plot.

1 comments

The industry is in a weird space these days. If you build for mobile the best bets are either focusing on a small handful of free-to-play micro transaction games or focusing on many bite-sized, $1.99 or ad-supported games. Those who build for consoles and are backed by a publisher go for big next-gen spectacle that takes teams of hundreds to develop, so when its time for the next project they are pushed to work on a few sequels that reuse assets and their engine over trying something new and different (which is ironically what probably gave them success in the first place). Franchises have been a thing for a long time, but the scope of them is now huge, to the point where some release something new every year to stay relevant. If you want to build something original its best to stick with a medium-sized team backed through Kickstarter, which has its own set of problems in terms of constantly needing to keep up with PR and paying out all of the promised rewards. I've always been interested in joining the industry because I love the medium for its potential, but I think I'll stick to hobby projects for the foreseeable future considering all of those options.
Kickstarter also has the issue of possibly not raising enough money to get the job done too. Shovel Knight, for instance, burned through all of their Kickstarter money and the team had to work without any income for five months to get the game out the door:

"We ended up operating for five months without money or payments to the team here," the post reads. "It was a difficult period, where some of us were awkwardly standing in front of cashiers having our credit cards declined, drawing from any possible savings, and borrowing money from our friends and family. But we made it to the other side!"

Source: http://www.polygon.com/2014/8/6/5974557/shovel-knight-sales-...

Would you work for anyone for five months with no paycheck? I couldn't afford to even if I wanted to.

Granted, Shovel Knight has seen huge success since its release, and I'm sure they made all of their lost wages and then some, but still, that project could have potentially died before it got released, and many more lower profile Kickstarted video games never get released.

You completely missed the whole AA and smaller market which has significantly grown due to wide availability of online stores - especially Steam. A lot of midsized publishers are building excellent games in that space.