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by Aerroon
1470 days ago
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>For instance, it's a truism that AAA studios that are dominating the market, like big Hollywood studios, must trend towards increasingly reliably safe blockbuster titles to make back their immense budgets. And yet there are still plenty of indie studios today. Indie gaming is stronger than ever. And yet why the consolidation into fewer and less innovative/interesting forms? I think the problem is the minimum cost of making games is too high. It's very difficult for a single person to make a movie, but there is a low cost alternative - writing books (and scripts). A book can translate pretty well into a movie, but there is no proper alternative for games. Maybe custom games in map editors of established games is the closest we can get, but even that tends to require a lot of skill using that specific map editor. In Japan there are people who start out writing web novels. These are usually not the greatest quality (compared to published novels), but because anybody can just sit down and start writing there's a lot of them. Once in a while some of them become popular and end up getting adapted into manga, anime, even movies. This is (somewhat) happening or going to happen in the western world too. I don't think there's an equivalent path for that in games though. The other problem is with players. Players expect most games to do too much. It's not like novels where you pick a novel read it once (for some hours) and never read it again. Players play some games for thousands and thousands of hours. |
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Even today we have notable 1-person successes: Undertale was basically all Toby Fox, Stardew Valley was entirely Concerned Ape. Both games are on Playstation 4, Switch, and Xbox One, which is just completely wild from the perspective of someone who grew up making hobbyist games in the 80s and 90s. When was the last time you saw a movie made by someone with a cell phone and adobe premier playing in a major theater?