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by WhaleBiologist
4890 days ago
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http://warhorsestudios.cz/index.php?page=blog&entry=blog... is a very good blog post, outlining how poisonous executive management of large video game companies is, and how there are inordinate numbers of useless/inefficient positions in games development. I remember reading a blog post by the guy who did the fire for Far Cry 2. He spent a year on it. He didn't even do any of the graphics. He spent an entire year just playing around with fire spreading algorithms. An entire man year, spent on making the effect of one weapon look cool. Absolute madness. On your mention of Garbage Truck Simulator, Euro Truck Simulator 2 came out not too long ago. All you do is drive a truck, that's it. It's selling pretty well, and has a development team of about 10 guys. Why don't people in the big games companies realize all they need to do to be successful is make small, focused, FUN games, that have development teams of 10 or so. The rise of the indie game genre pretty much proves that it is financially viable. |
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It is roughly similar to "Why doesn't Google realize you can ship a product with $1 million of yearly revenue with 2 engineers working for 3 months?" No needle at Google would move if they did that -- it's objectively a worse use of those engineers' time than supervising A/B tests which marginally affect the display of 3% of all searches in South American Portuguese.
Similarly, you could ball up a hundred ludicrously successful indie games and still not hit the numbers that World of Madden's Duty 2013 will hit within two weeks of retail launch. Those also have much better characteristics to leverage the non-gaming capabilities of game studios, like the ability to spend $60 million (1x~2x the development budget) on saturation-bombardment coverage for all US men between the ages of 15 and 30 and thereby sell $90 million worth of WoMD2013.
AAA games companies would be interested in creating Minecraft if you successfully sold them that you had a reproducible process to Minecraft, like they have a reproducible process to create Call of Duty games. Non-reproducible Minecraft is not a victory condition. Reproducible name-a-successful-indie-that-isn't-Minecraft is not a victory condition. ("We skim 30% of the top off of a catalog of titles, which in aggregate must include successful-sub-Minecraft in a reproducible fashion", on the other hand, is a victory condition, and that's why all the AAA companies are trying their damndest to be platform companies and leave the game development to suckers^H^H^H artists.)
Edit for elaboration: Rough numbers so non-gamers can follow things: Minecraft is an independently developed game with north of $50 million of sales spread over several years. Minecraft is sui generis: hitting 6 figures makes you notable enough to achieve press coverage on that fact alone, and a supermajority will never come close to matching imputed opportunity costs. Call of Duty is an architypical AAA ("big budget from big company") game; the most recent version sold $400 million (not a typo) in twenty four hours on a development budget in the mid 8 figures and a marketing budget probably in the high 8s or low 9s.