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by legitster
24 days ago
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I have a friend who works at Ubisoft. Even 10+ years ago, she clearly saw the writing on the wall - the massive developer/publisher consolidation was going terribly: - Every studio uses their own custom set of tools and development practices. The economies of scale of merging studios together just doesn't really exist. - The functional difference between most engines for consumers at this point is largely meaningless. There are no order of magnitude gains like there used to be. Most of the engineering is on the cloud services architecture or anti-cheat. - The median "developer" at a game studio is not actually a very technical person. They mostly just spend their days inputting content and assets with the available tools. - The value of a AAA game is not how innovative the gameplay is but how much content they were able to stuff into the game. - Nobody cares about "exclusives" anymore when 90% of AAAs have interchangeable gameplay with other AAAs. - The cost to start a new studio is negligible compared to the cost of acquiring existing IP. |
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1. Yes. Every studio is optimizing for a different set of problems.
2. We don’t need to re-invent the wheel. There is a lot of value to the consumer in good engineering, and value to the designers. Adding content isn’t free.
3. The median “developer” is good at what they do and will meet the technical proficiency needed. If you’re a writer, or a 3D artist, I’m not going to expect you to be coding - but they all use Version Control, are in Engine, and are familiar with tooling.
4. AAA relies on content to reduce risk, but it is an active conversation on gameplay innovation. It’s hard to take a risk when you are on the hook for repaying millions of dollars to investors.
5. Nintendo sell hardware based on their “exclusives”. Sony know this and invest heavily, they are no longer supporting PC releases (see: GoW).
6. If this was true, every team would be a startup flipping assets. This isn’t the case, not just because new studios don’t have pipelines or internal/external infrastructure.
The business of games is in part the game product. But it’s much more than this- it’s relationships with vendors, platforms, other studios too.