@sins_of_mosin said:
There really isn't a large jump from the old gen to the new gen like before. And devs/pubs have already been saying that games cost too much to make so really the limit to games is money so I don't expect much.
Game development tools have vastly improved. One of the most significant changes is realtime iteration. Designers can implement changes to the game in realtime and instantly see if a change works or not, whereas earlier this generation, any change to the game's code usually entailed long waiting times before such things were playable in-engine. The more efficient the tools are, the less restrictive the end-consumer hardware is, the more productive and creative game developers can become.
Just look at how far games have come from the beginning of this generation to right now. It's incredible how much things have improved on stagnant hardware power. Modern engines are capable of so much more than current gen games let-on - the gaming industry is ready to impress right out of the gate, don't ever doubt it.
Sure - budgets are inflated for the big games - but there's a profitable market for that out there. It's just very competitive and extremely high risk outside of well-established franchises. The industry has to learn to place much more low budget bets. Similar to big movie studios. Produce your two big budget blockbusters each year, and then have a shit-ton of smaller productions. Some small films always hit it big, and the profit margins are off the chart - and it takes very little business to break even.
Guess big publishers like EA and Activision should have their developers gamejam much more, on company dime, take the best things to proper pitches, and break up most bigger dev-teams into much smaller entities pursuing the smaller projects stemming from such efforts - whilst synergizing on the asset production and tools development side of things - and temporarily moving manpower off small projects to their big budget productions when needed.
Of course, I know nothing, and just puff hot air - but that sounds more awesome than doing only big budget games, and each of 'em that fails pretty much spells doom for the people that made it - and the people who got money riding on it lose their shit big time, which creates an atmosphere of cowardess amongst the company brass, which ain't the kind of leadership you'd ever want for anything ever.
Long story short. Big games get bigger, but fewer. Small games multiply in number. Everybody profits from better development tools, and less hardware restrictions. Players win big big, because games!
Log in to comment