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EA Says Game Development Budgets Have Peaked

Gamasutra reports on comments from Electronic Arts VP David Demartini indicating that the company thinks AAA game development budgets are not going to continue their skyward trend. "If [a developer] happens to make a lot of money based on that budget, great for them. If they come up short and have to cover some of it — y'know, they'll be smarter the next time they do it. That's kind of the approach that we take to it." Certainly this has something to do with a few major economic flops in the games industry lately, such as the cancellation of This Is Vegas after an estimated $50 million had been dumped into the project. Another example is the anemic response to APB, an MMO with a budget rumored to be as high as $100 million. Poor sales and reviews caused developer Realtime Worlds to enter insolvency and lay off a large portion of the development team.

157 comments

  1. Bout time... by Anonymous Coward · · Score: 5, Insightful

    Lots of money does not a good game make...

    Bring back innovative fun gameplay and stop pushing graphics!

    Crappy games with awesome graphics... Are still crappy games.
       

    1. Re:Bout time... by crafty.munchkin · · Score: 4, Insightful

      So true, gameplay is far more important than graphics.

      --
      ... wait, what?
    2. Re:Bout time... by Anonymous Coward · · Score: 4, Insightful

      The Hollywoodization of the games industry has killed it in my opinion. I've seen more quality and had more fun from games coming from companies like Valve and publishers like Paradox in the last 5 years than I have from EA or Activision or any other big name. Hollywood is not the direction that the game industry should be looking for inspiration, it should be a lesson in what NOT to do.

    3. Re:Bout time... by DNS-and-BIND · · Score: 0, Troll

      Gamers will not play a game with anything less than brilliant graphics. It will get savaged in the reviews and everyone will dump on it. A tiny minority will defend it as a great game but the company who made it won't make any money. You think gamers spend thousands of dollars on top-end graphics cards just to play games that don't stress their equipment? The answer is no. But make a game with great graphics and reviewers will sing, gamers will buy, and the company will rake in tons of money. As long as the gameplay is barely adequate, and in a pinch you can do without that, too. It's happened plenty of times.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    4. Re:Bout time... by Anonymous Coward · · Score: 1, Insightful

      Nethack proves you wrong.

    5. Re:Bout time... by Anonymous Coward · · Score: 0

      Casual gamers with attention spans that make a kid with ADD seem patient will not play a game with anything less than brilliant graphics.

      FTFY

    6. Re:Bout time... by Anonymous Coward · · Score: 0

      Nope, nobody would ever pay for Nethack.

      Also the popularity of those kinds of games are greatly exaggerated, nobody is really playing them outside of the computer science dorm on Saturday night.

    7. Re:Bout time... by Trepidity · · Score: 3, Informative

      Unfortunately this does seem to be the case in the market the AAA companies are going for. It's getting a little less true overall, though. An "MMO" with hilariously ancient voxel graphics made by one guy has racked up about $1m in sales, because the super-simple, low-overhead, and low-programmer-hassle graphics free him up to do interesting things with the gameplay.

      These do seem to be "alternative" games, though--- I can't imagine the mainstream game-review mags giving such a game a glowing review.

    8. Re:Bout time... by rdwulfe · · Score: 3, Informative

      Actually, reality seems to state otherwise, time and again, when people make statements like this.

      While it is not a requirement to pay for a game such as, for example, Dwarf Fortress, it seems that people will quite gladly donate enough money to keep it going, and allow the developer of said game to live entirely off of those donations. In effect, they are paying for that game. Some of them are even paying more for that game than they would be for any other game except for an MMO.

      There is also the fact that people will pay for games with "less than brilliant graphics", since people pay for games like World of Goo to name one example. By far, it did not have state of the art graphics.

      The world of who is out there willing to pay for what is far more grey than black and white. People look for different things when they decide to spend money on a game. The hardcore, "OMG, must haz rendered pores!" gamers are only a small segment of the market. Game studios seem to enjoy forgetting that fact.

    9. Re:Bout time... by cheater512 · · Score: 1

      Tell that to Darwinia (http://www.introversion.co.uk/darwinia/) and Defcon (http://www.introversion.co.uk/defcon/) (no I didnt know that it was the same company until now).

      Extremely fun games, raving reviews, appallingly bad graphics.

    10. Re:Bout time... by Shikaku · · Score: 3, Informative

      http://www.minecraft.net/

      74290 purchases.

      Huurrrrr.

    11. Re:Bout time... by Ford+Prefect · · Score: 4, Informative

      Extremely fun games, raving reviews, appallingly bad graphics.

      Erm... I bought my delightfully GREEN boxed copy of Darwinia partly because it had wonderful visuals (and audio). It's got great graphics. Most definitely not photorealistic, but for some reason 'photorealism' is the only thing that equates to 'good graphics' in many people's minds.

      World of Goo? Lovely smooth bouncily awesome. Machinarium? Gorgeous hand-drawn beauty. And so on.

      --
      Tedious Bloggy Stuff - hooray?
    12. Re:Bout time... by Thanshin · · Score: 1

      A tiny minority will defend it as a great game but the company who made it won't make any money.

      Unless the game is cheaper to make than what the tiny minority would pay. And not many people complain about the graphics of a 10$ game.

      Anyway, I also disagree with your main statement (to the point that, at this godforsaken hour in the morning, I'm not sure you aren't being sarcastic). I have no problem at all with playing WoG, PvsZ or, nowadays, puzzle quest 2, in my gaming beast machine. I also play brutal graphics games, of course, but I somehow think the simpler games are racking a better benefit ratio.

      And I'm eagerly waiting for Diablo 3, but also for Torchlight 2, which must be an order of magnitude cheaper to make.

    13. Re:Bout time... by Jedi+Alec · · Score: 2, Interesting

      Yet a game like eg Torchlight which is hardly state of the art graphics wise got a ton of praise.

      Do I have a top-end graphics card? Yes, I do. But my first and foremost concern with a game is whether it is *fun*. Gameplay is king. Does it tickle my brain, does it make me laugh, does it make me cry, perhaps even pound my head on the keyboard in frustration?

      Graphics look sweet for about 5 minutes and after that you have to deal with their downsides for the remainder of the gameplay.

      Besides, there's more to big budgets than just graphics. EA lined up a whole bunch of celebrities for Mass Effect 2 to do the voicework. Yet another case of "cool for about 3 minutes". Nice for the marketing guys to play around with, but the fact that the ingame character you're talking to was voiced by Martin Sheen ends up adding very little to the actual game in comparison to how much it added to the bill...

      --

      People replying to my sig annoy me. That's why I change it all the time.
    14. Re:Bout time... by Anonymous Coward · · Score: 1, Insightful

      I think there needs to be a distinction between bad and simple. defcon and darwinia are examples of simple. I wouldn't call them bad, since they do what they're suppose to do. In defcon is quite easy to tell the difference between factions (by color) and the icons for everything are easy to distinguish.

    15. Re:Bout time... by mustPushCart · · Score: 3, Insightful

      The cruel truth about the game development industry is even if you have good graphics, good gameplay, a great storyline and writing, there is still a chance that your game will flop, you will lose your publisher and with that your studio. A hit driven industry is always cruel to some games, none more so than psychonauts

    16. Re:Bout time... by kiddygrinder · · Score: 1

      yeah, that's why all those indy devs are going broke.

      --
      This is a joke. I am joking. Joke joke joke.
    17. Re:Bout time... by Entropy98 · · Score: 3, Insightful

      Have u seen farmville?
       
      "Gamers" arent the only ones who play games.
       
      --
        Free Light Codec Pack

    18. Re:Bout time... by MozzleyOne · · Score: 2, Interesting

      To be honest, most of the gamers in that mindset are moving to the consoles, and I really don't have a problem with that. I have been enjoying the recent round of indy-style games immensely, and hope the trend continue.

      Some of my favourite, non-graphically intense recent games:

      • Alien Swarm
      • World of Goo
      • Braid
      • Osmosis
      • And Yet It Moves
      • Plants Vs. Zombies

      For 3d games, Half-Life 2's Source engine is the sweet spot. From then on, graphics have been good enough, and what makes a game "good" is the gameplay.

      --
      Ayjay on Fedang
    19. Re:Bout time... by Anonymous Coward · · Score: 2, Insightful

      Really? Hmm, I thought I heard something about some small games called Starcraft II and World of Warcraft. Respectively cost a gazzillion dollars to make and maintain, but doesn't have really fancy graphics. Oh, guess what: It both sells like cupcakes.

      So your premise is flawed and is caused by the paradigm that indeed 'all' gamers want realistic graphics. Which is clearly not the case.

    20. Re:Bout time... by Anonymous Coward · · Score: 1, Interesting

      Extremely fun games, raving reviews, appallingly bad graphics.

      And still not successful

      http://kotaku.com/5620259/steam-sale-saves-developer

    21. Re:Bout time... by DNS-and-BIND · · Score: 0

      Never heard of either of those companies. How many top 10 hits have they produced?

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    22. Re:Bout time... by shentino · · Score: 1

      If a game has sucky graphics and gets gutted in reviews then gamers who otherwise would have enjoyed it won't even give it the time of day.

      Nethack doesn't count because it's got a cult following much like Zork. New games can't exactly piggy-back on nostalgia.

      There is no room in the market for diamonds in the rough that get outshone in reviews by polished turds.

    23. Re:Bout time... by MadKeithV · · Score: 3, Insightful

      As in music, why should the goal be something as ridiculously unattainable as a "top ten hit" if you can make a decent living for yourself for far less?

    24. Re:Bout time... by MadKeithV · · Score: 2, Insightful

      Yet a game like eg Torchlight which is hardly state of the art graphics wise got a ton of praise.

      Parent did not say "state of the art" graphics, he (or she) said "brilliant" graphics. There is a difference - brilliant graphics need not be extremely hard on the GFX card or take enormous amounts of effort and budget to produce - one artist with a great visual style can do a lot for the graphical appeal of a game.

    25. Re:Bout time... by DNS-and-BIND · · Score: 1

      Well done with the logic there, Mr. Spock. Where did I say "all"? I suppose the fact that Blizzard is widely regarded as unique and Starcraft is more of a sport than an actual game has nothing to do with it. The plural of anecdote is not data. Funny how people can read a premise the wrong way and reject it because it doesn't suit their preconceived notions.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    26. Re:Bout time... by Anonymous Coward · · Score: 0

      Wrong. We had enough examples of commercially successful low-graphic titles from indie developers and artists recently... surely, graphics do matter, but producing them at any cost will not be viable.

      Also, yes, quite many gamers DO spend unnecessary amounts of money to inefficiently run hot-air producing gpu in triple-sli or whatever combination when their games get designed for current normal models, anyways, and will run just fine on such. They pay many hundreds of dollars for bragging rights and the ability to massively oversample (anti-alias) their game graphics so things look a few pixels less edgy when downsampled again.

    27. Re:Bout time... by odies · · Score: 3, Insightful

      You talk like there's no alternatives. Go search for some of the indie or freeware games, some of them are quite impressive. A lot of times they're also how games would be without big budgets. You don't really need to play big budget AAA games, but you want to, don't you?

      I think it's only good we have a lot of choices, something for everybody.

    28. Re:Bout time... by kurokame · · Score: 5, Insightful

      Gamers will not play a game with anything less than brilliant graphics.

      Nintendo would probably beg to differ with you, but they're too busy rolling in piles of cash.

      A game can be visually compelling without being photorealistic or whatever, it's just that photorealism is easier to buy than creativity. In most cases, this leads to rather predictable decisions by game producers, especially given that they're waging rather large up-front budgets against possible payoffs several years down the road.

      The truly tragic part here is that making the product visually compelling through artistic means rather than through uber-high polygon counts will be compelling more or less forever, while the high polygon count game will necessarily be using technology that is several years old by the time it gets to market. It's a losing game which only works at all because you're competing against other companies with the same problems which are making the same mistakes.

      So it's not really that gamers won't accept anything else. Yeah, it does have its uses as a selling point. But it's more about market dynamics than gamer preferences.

    29. Re:Bout time... by MadKeithV · · Score: 2

      Give us a break - reading the whole post is nearly as inconceivable as RTFA. You gotta say it all in the first line.

    30. Re:Bout time... by Dr_Barnowl · · Score: 1

      he fact that the ingame character you're talking to was voiced by Martin Sheen ends up adding very little to the actual game in comparison to how much it added to the bill

      You might be right about the value / cost ratio, but good voice acting can make an otherwise average game far better.

      e.g. Hostile Waters - Antaeus Rising - voice work by Glynis Barber, Paul Darrow, and Tom Baker. In particular, Baker's work as the narrator (together with Warren Ellis' redoubtable wordsmithing) helped some of the cutscenes literally bring me to tears.

      The other thing that can make or break any piece of visual media is the music - a good composer can make your emotions dance to his tune.

      Without a core of fun, these things are of course worthless, but they can make a game/film/tv-show more engaging than it would otherwise be. Mass Effect 2 is in a genre I just consider to be a sci-fi show that involves the player, so good production values are essential - you can see this in the success of recent Final Fantasy games, which at their hearts are just CGI movies you have to work hard to unlock.

    31. Re:Bout time... by devent · · Score: 1
      I call BS. Thousands of Flash games, Facebook with Farmville, independent game developer like 2dboy (World of Goo) and Stardock (GalCiv and more) and so on. The thousands and more games for IPhone and soon for Android. The success of the Wee. All this says quite the opposite what the consumers really want.

      I think gamers that are spending thousands of dollars for equipment are the minority here. I think the gaming industry is in a bubble for quite some time now. Overpriced games, DRM madness and so called "market consolidation", there are just a few big publisher that avoid any risk. But don't believe me, here are nice 10 reasons which I pretty much agree with: http://www.truegameheadz.com/blogheadz/top-10-reasons-the-video-game-industry-is-in-trouble/

      --
      http://www.mueller-public.de - My site http://www.anr-institute.com/ - Advanced Natural Research Institute
    32. Re:Bout time... by devent · · Score: 1

      Now even Slashdot gives me right. Not about the bubble, but about my first part.

      More Devs Going Indie, To Gamers' Benefit http://games.slashdot.org/story/10/08/25/0525212/More-Devs-Going-Indie-To-Gamers-Benefit

      --
      http://www.mueller-public.de - My site http://www.anr-institute.com/ - Advanced Natural Research Institute
    33. Re:Bout time... by imakemusic · · Score: 1

      None as they are both games made by the one company (as the parent notes), Introversion.

      --
      Brain surgery - it's not rocket science!
    34. Re:Bout time... by imakemusic · · Score: 2, Insightful

      The other thing that can make or break any piece of visual media is the music - a good composer can make your emotions dance to his tune.

      Part of that is timing and when a game changes pace depending on what you are doing the music has to change to fit. Which makes this a job not just for the composer but also for whoever programs the music system. Two minutes of dramatic chase music is just annoying when you finish the chase after one minute...

      --
      Brain surgery - it's not rocket science!
    35. Re:Bout time... by MacGyver2210 · · Score: 1

      I'd say the exception to this is if the game has some awesome mechanic or quirky trend associated with it (ie, Katamari Damacy). It helps to hype the hell out of the game too, but word will spread if it's terrible and you'll sell nothing. At least deliver something and let the gamers judge. Don't spend years and 10s of millions of dollars and say "Oh, it sucks, scrap it."

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    36. Re:Bout time... by Inda · · Score: 1

      Only because they, the game makers, rip people like my daughter off on every sale.

      How many shit £20 party games can they sell before people stop buying them?

      And the shit pop-star branded games with 20 minutes playability? It's beginning to cost me more to sell them on eBay than they're worth. Even the eBayers have stopped taking a punt when I offer free postage. The games are truely shit.

      People are not happy with Nintendo. They are pissed off with buying extra hardware for every game. They are pissed off with the only four games a year that are worth playing. They are pissed off with playing Mario for the billionth time.

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
    37. Re:Bout time... by GrumblyStuff · · Score: 1

      Gamers who would give it the time of day won't be relying on reviewers. They may see what other players are saying about it but not professional reviewers.

    38. Re:Bout time... by GrumblyStuff · · Score: 3, Insightful

      They are pissed off with playing Mario for the billionth time.

      You might be right if it was Mario 2010 (now with updated stats and rosters!) but Nintendo does do a good job make them different but still fun. It does seem like they're jumping more and more into similar sequels though. I guess the same could be said of Super Mario Bros 1, 2, & 3 but the upgrades between them as well as the differences more than made up for the platforming, brick breaking, and goomba bopping.

    39. Re:Bout time... by grumbel · · Score: 1

      The thousands and more games for IPhone and soon for Android.

      How many of those actually make real money? The top ten probably do, but what about the rest?

    40. Re:Bout time... by Anubis+IV · · Score: 1

      Three words: World of Warcraft. It's graphics were dated from day one, yet it still holds up decently well to this day due to the fact that they chose to eschew the realistic art style that most other MMOs have chosen to take. By making their art slightly cartoonish, they enabled it to stand the test of time far better than their competitors. So while graphics definitely do help, you don't need them by any means to have a blockbuster. And it's not just WoW. Braid was a success with extremely modest graphics requirements, TF2 did a lot with very little as well, and you could easily find financial successes which don't fit your mold in every genre this year alone. But generalizing is fun, so I can see why you did it.

    41. Re:Bout time... by Nursie · · Score: 1

      Yeah but come one, the Wii graphics look like something out of last century. Even the casual gamers know that.

      Nothing fancy is needed for their cartoon-style games, sure, but being able to output a High Def signal and have a bit anti-aliasing would work wonders.

    42. Re:Bout time... by Zediker · · Score: 1, Informative

      case in point: ps2 beat the ever living snot out of the xobx and the gamecube, despite being the weaker system of the three. wii, has beaten the ever living snot out of the ps3 and xbox360, again, being the weaker system. Graphics have never won over the gaming audience as a whole, the hardcore segment yes, but never the entire segment, and wii just makes it worse as its filled with the most crap games and worst looking games.

      counterpoint: ps2 had the best games of all the systems (you could even say better than alot of today's games, play wise), wii had the most clueless purchasers.

      --
      I love to slaughter the english language.
    43. Re:Bout time... by Mike+Mentalist · · Score: 1, Insightful

      The Hollywoodization of the games industry has killed it in my opinion.

      Killed it in what sense? I would rather be a gamer in the current generation than in any previous one. Some of the stuff that was released during the 8-bit and 16-bit days was just awful.

      --
      I put my books on Amazon, Smashwords, Demonoid, ISOHunt and Pirate Bay. Search for 'Michael Cargill'
    44. Re:Bout time... by MadKeithV · · Score: 1

      Nintendo's own releases for the Wii are generally quite well-regarded.
      The third party titles are nearly all dogs. This might actually be because Nintendo is one of the few developers focused very tightly on *gameplay* instead of being flashy and "huge".

    45. Re:Bout time... by ekwhite · · Score: 2, Insightful

      The Hollywoodization of the games industry has killed it in my opinion. Killed it in what sense? I would rather be a gamer in the current generation than in any previous one. Some of the stuff that was released during the 8-bit and 16-bit days was just awful.

      Just as some of the stuff released now is awful. Some of the things released back then were classics, also, just as some of the things released now are classics. Just as in Hollywood, you can produce big budget crap, or great films on a low budget.

    46. Re:Bout time... by rxan · · Score: 1

      What are some examples of innovative games that are fun to play? When I look for new games I look for games that interest me due to themes, graphics, or gameplay. Innovation isn't on my list of requirements.

    47. Re:Bout time... by hairyfeet · · Score: 1

      Preach brother! Just this week I've been enjoying some No One Lives Forever 1&2 and some Soldier of Fortune 1&2 along with Half Life 1 and Alien VS Predator. I have plenty of newer games, yet I keep going back to games like these and Freelancer, why? BECAUSE THEY ARE FUN!!!

      It seems like game devs, in their "search for the best ePeen graphics" have forgotten that games are supposed to be fun and that just because a game is pretty will NOT cover up for shitty gameplay. How many of us have played a new game lately where this description applied? "Game looks cool but controls suck and gameplay is wonky. It just isn't fun". Hell I've lost count of the games I've played like that. Shitty AI that makes the first DOOM seem like geniuses, lousy controls that suck on both console and PC, level design that any 15 year old could do better at, just horrible. And then you realize somebody sunk millions of dollars into this turd, and it is just sad.

      I don't know if they should force game devs to play the classics, get in playtesters to warn them they are on a wrong path, or what, but the amount of expensively made games I've played that just sucked is frankly staggering. Hell the bargain bins are full of the things. I just wonder if this is the end of another "dot bomb" style bubble, where too many VCs heard the numbers for GTA and were willing to throw money at any game dev that had "it is kinda like (famous game)" pitch.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    48. Re:Bout time... by twoallbeefpatties · · Score: 2, Insightful

      However, that's the direction that a lot of consumers look in. To many people, budgets = quality. If there's a movie put up by some tiny studio that didn't have any advertisements or famous actors, then you're not going to get many people out to see it. If there's a game put out that doesn't have state-of-the-art graphics and a flashy cover, then only so many gamers are going to end up having their moms pick it up for them at Gamestop.

      This is the direction that movies have gone it, it's the direction the TV has gone in, it's the direction that music has gone in, because in the end, that's where the money is. It might be better to say - don't spend large budgets on games that aren't going to have a large general audience (a la APB).

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    49. Re:Bout time... by socrplayr813 · · Score: 2, Insightful

      So true about the voices. Sometimes it's cool to see known celebrities do voices in games (I thought Leonard Nimoy in Civ4 was a nice touch), but the best voice acting I've heard in games has always been some random nobody who was chosen to fit their character. More often than not, I think big celebrities are shoehorned into a part for their name, without regard for how they fit into the game.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    50. Re:Bout time... by Monkeedude1212 · · Score: 2, Interesting

      I know people say "Gameplay is more important than graphics" and I agree with them - lets get that straightened out, but lets clarify exactly why it seems to be that so much money gets dumped into graphics.

      Before you can even start much of anything else for your game, you need an engine to run it in. You can either dump a ton of money into licensing one, or you can dump a ton of money into building one from scratch. The latter is of course going to take more time - and the former is taking from people who basically program JUST the physics and graphics, in fact, its in their best interest to have the most aesthetically pleasing engine out there.

      Next, you've got 2 big core parts: mechanics and design. The mechanics is usually the hard, tricky to understand bit because not everyone likes looking at code, and debugging something running in an engine is not exactly like event driven command prompt. You have to apply some serious logical thinking in order to transpose how you want a certain gameplay element into something the player executes, and in cases where you want to be innovative: There is no prior existing code (just ask how many devs on here copy and paste code. No wheel to reinvent with games).

      Now I'm not trying to belittle the design stage. It takes a special kind of person to pull off the high quality concept art that you see for a lot of games. I value these people more than I value the actual modellers, and in case you're wondering why, I'm going to tell you. Modelling itself is not something difficult to learn. I had about 1 modules worth of Maya way back when I was in High school, and I've just recently taken online Youtube tutorials in Blender. Essentially everything required to make a game work; I've learned in a few hours. But seeing how a new game will require all new models: This is a bulk of the workload. This is also what most game dev programs at colleges will focus a good part of the program on. So when you get 100 graduates, and EA is pumping out a new game, they want to get all this modelling and texturing done, so they hire these people and put them in the monkey position of creating all the new models that will be required. (First years to trees and blades of grass! How fun!)

      In summary, there are far more people willing to get into character design and modelling for a game, because what they do is far more tangible when their component is completed. So when the big shops are working on something, their team of a dozen coders will spend a year working out the code to make the game run exactly how they want it. Then it'll take the design team of 99 modellers and texturers the same amount of time to get their part done, but because there are so many of them, they can get a lot of work done.

      PS - The other part I forgot to include is Animation for the models, which is another time consuming but not particularily difficult thing to learn, its actually very similar to using Flash.

    51. Re:Bout time... by hairyfeet · · Score: 1

      Ot, but you DO know the page you linked to is infected with a security tool variant, right? I clinked on your link and got redirected to a fake Windows Update page that tried to install "update.exe" so you might want to warn those on IE not to click your link. It only seems to bring up that page about 1 click in every 10, so I'm guessing one of the ads they are hosting is a malware redirect. Just FYI.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    52. Re:Bout time... by stewbacca · · Score: 1

      I dunno, I think Dragon Age: Origins did pretty well in reviews, irrespective of the bad graphics.

    53. Re:Bout time... by Surt · · Score: 1

      I know the developers of fingerzilla (http://itunes.apple.com/us/app/fingerzilla/id351733272?mt=8). They made money off of being the #1 game on the app store for a single day. At that rate, you can have 365 indie firms profitable each year.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    54. Re:Bout time... by Anonymous Coward · · Score: 0

      People say that time and time again and yet crappy games with good graphics, just with crappy movies with good special effects, are consistently some of the best selling. Just because we say it and want it, doesn't make it so. Don't underestimate the stupidity of the average consumer.

      Ohhhh....shiny! Me want shiny...

    55. Re:Bout time... by Dragooner · · Score: 1

      Super Mario Galaxy 2 was spectacular. I played it through with my girlfriend (who isn't the most technically savvy person in the world) and we both had a great time. I don't see how you can think people are sick of Mario. I am pretty sure that if it weren't for the continued making of Mario games I would not have bought a Wii. Also, there are many organizations who raise money for charity by playing Mario Marathons, here is one for example http://www.mariomarathon.com/ raised over $82,000 last year for Child's play.

      In summary, Mario kicks ass and is a timeless hero.

      --
      Fugga Wugga
    56. Re:Bout time... by Fallingcow · · Score: 1

      It's also got a couple of 4/5 JRPGs, which is more than I can say for the other two consoles, which are filled with soulless JRPGs that have promise for a couple hours then just get worse and worse the more you play. That really surprised me--I've got a PS3 (and used to have a 360) and thought maybe I just didn't like JRPGs any more, until I got a Wii (mostly as another Netflix device and to play Gamecube games, intially).

      Granted, it's only a couple; all the good JRPGs are on handhelds this generation, it seems, which makes no damn sense to me--I don't want to stare at my tiny little DS or PSP for hours on end or watch cutscenes on it, I want to play 15 minutes then put it away, or maybe an hour in the car or on a plane a few times a year. At least the PSP can be made to display on a TV, but the DS--ugh. I rarely play JRPGs except cooperatively with my wife, and handhelds are worthless for that.

    57. Re:Bout time... by ebombme · · Score: 1

      Hehe. I don't care about pores! I just want to be able to see the the freckles on the shoulders of my hot scantily clad redheaded female lead character.

    58. Re:Bout time... by nomadic · · Score: 1

      Maybe I'm a bit older than most slashdotters, and thus remember more of the olden days of gaming, but you all are imagining a golden age that didn't exist. The average game now is far better than the average game was 20 years ago. The best games now are frequently better than the best games were back then. You can't tell me Fallout 3 or Mass Effect or Starcraft 2 are bad games simply because a lot of money went into making them and the graphics are good. I won't believe you.

    59. Re:Bout time... by devent · · Score: 2, Informative

      I didn't know, because I turned JavaScript off by default. NoScript plugin for Firefox.

      --
      http://www.mueller-public.de - My site http://www.anr-institute.com/ - Advanced Natural Research Institute
    60. Re:Bout time... by rdwulfe · · Score: 1

      Okay, so I'll agree with you on that point, definitely. I'm not saying good graphics make a game bad. I'm saying graphics aren't the ONLY selling point to a game, and this shows itself in reality. A *good* game is a good game, and what we all consider good varies based on our own personal needs. Graphics are merely one factor, and sometimes they even get in the way of a good game.

      (If you feel you can't make that awesome game idea of yours because you can't do good enough graphics? Yeah. That's getting in the way.)

    61. Re:Bout time... by mlts · · Score: 1

      Very true. There are two sides to PC gaming: On one hand, we have the indies who actually value the PC platform. DRM is minimal to none, and the game is about playability than anything else. No, they won't have the insane poly count a big name title has, but they have the gameplay and the game is well debugged so it won't randomly crash on startup, or just blue-screen people's machines because of brain dead DX calls. Some companies actually use OpenGL so their works can run on operating systems other than Windows (what a concept!)

      Then we have the big named DRM packages that happen to have a game bundled with them. Had the money for the latest obnoxious DRM system been spent for QA, maybe it would not be forgotten in a quarter or so. Of course the big names produce stuff that lags in sales, so they blame it on "piracy", cut back further on PC release quality, add more DRM, and put more effort into consoles. Vicious circle here. I just hope that the big names that do this either cut out of the PC market entirely and leave it to Blizzard, ID, Valve, and the indies to keep putting out releases that are not just playable and salable now, but are worth buying years from now.

      If they want to stay in the market, have a CD key system to keep the pirates from being able to use network resources. It will only be a matter of time before the DRM gets patched out anyway, so might as well not bother and put the cash to use in other places. I'm just hoping EA doesn't kill the goose that lays the golden eggs and add obnoxious DRM to "Neverwinter". DRM would be the biggest reason I'd cancel a preorder of a title.

    62. Re:Bout time... by Vexor · · Score: 1

      Gamers will not play a game with anything less than brilliant graphics.

      Starcraft2? Yeah, I thought so.

      --
      ~Vexed and loving it!
    63. Re:Bout time... by nomadic · · Score: 1

      and had more fun from games coming from companies like Valve

      You do realize that Half-Life 2 was perhaps the epitome of the Hollywoodization of games, right?

    64. Re:Bout time... by Drakkenmensch · · Score: 1

      Nintendo would probably beg to differ with you, but they're too busy rolling in piles of cash.

      The koreans would agree with Nintendo, but they're too busy worshipping at the altar of Starcraft.

    65. Re:Bout time... by rident · · Score: 1

      Agreed, one afternoon of watching AVGN will bring out the truth in the parent's statement.

    66. Re:Bout time... by hairyfeet · · Score: 1

      Then I would suggest turning off NoScript (which I use too but have to leave off one machine so my oldest can do his college online courses) and testing links beforehand, as it is generally considered bad form to post malware links and many here at /. surf from work, where FF may not be allowed. Don't want to get some poor /. user canned because he ended up infecting the network with Security Tool from a link YOU placed, now would you? Trust me, as a repairman you do NOT want to spread that bit o' nasty, as security tool is a real bitch to remove.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    67. Re:Bout time... by Anonymous Coward · · Score: 1, Insightful

      If animation and modeling are so easy, why is the quality so mediocre in 90% of even AAA games? If it's so easy, why are there like 2 semi-competent modelers and no competent animators in ALL of FOSS gaming?

      I think you need a little more time behind the wheel friend. It's MUCH harder than it looks. Learning the tools is the easy part.

    68. Re:Bout time... by Anonymous Coward · · Score: 0

      Are you serious? That is exactly the direction this industry needs to go. Hollywood is all about profit. Nothing says ROI like lowest common denominator. And what company doesn't love profit?

      Now, consumers may be indifferent to it. Their concern is most likely value and entertainment and whatnot.
      But whatever. All that matters is the target demo buys the product at a rate that meets the target that the shareholders were looking for. That's what makes a good game/movie/whatever.

    69. Re:Bout time... by Monkeedude1212 · · Score: 1

      why are there like 2 semi-competent modelers and no competent animators in ALL of FOSS gaming?

      It's not that its difficult, its that its time consuming, and when the FOSS crowd looks at making something, they want to get the most out of their time investment, so they'll often look at 8 hours worth of animating vs 8 hours worth of model work, and decide that perfecting 2 animations to work flawlessly is not as beneficial as completing a new model, or writing a new entity into the game.

    70. Re:Bout time... by Anonymous Coward · · Score: 0

      You do realize that games like Half Life 1 were touted for having state-of-the-art-graphics for the time, right? That you act like Half Life wasn't made with a heavy focus on having good graphics and was purely about gameplay, is bull.

    71. Re:Bout time... by westlake · · Score: 1

      The Hollywoodization of the games industry has killed it in my opinion. I've seen more quality and had more fun from games coming from companies like Valve and publishers like Paradox in the last 5 years than I have from EA or Activision or any other big name.

      Half-Life is in many ways the definitive "Hollywood" game. Strong narrative delivering a much richer and more satisfying experience for the player than "Doom." Excellent production values for its time.

    72. Re:Bout time... by sonicmerlin · · Score: 1

      Why were you modded redundant? Everything you said is perfectly true...

  2. APB, Fallen Earth... by Beardydog · · Score: 4, Interesting

    I never saw APB advertised, or evenmontiioned anywhere but Steam. If the software had been free, with a brief trial before a subscription stage, or if the software had cost, but the game was free to play, I might have given it a shot. Too many companies, and EA in particular, seem to see MMOs as both magical money machines and silver bullets against piracy. In my mind, MMOs in particular have to prove themselves before a sane humanwould join up, even if they have a reasonable price structure.

    I also wanted to give Fallen Earth a chance. Oh, well.

    1. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      They probably knew the game was going to bomb, so they slashed the marketing budget and let it slip away quietly into the night, hoping people would forget it and it wouldn't become a red flag on the resumes of everyone involved.

    2. Re:APB, Fallen Earth... by j00r0m4nc3r · · Score: 1

      If the software had been free, with a brief trial before a subscription stage, or if the software had cost, but the game was free to play, I might have given it a shot.

      Uh, it did have a free 5-hour demo.

    3. Re:APB, Fallen Earth... by imakemusic · · Score: 1

      ...which is about as long as it took me to complete the whole Modern Warfare 2 single player campaign.

      --
      Brain surgery - it's not rocket science!
    4. Re:APB, Fallen Earth... by elrous0 · · Score: 3, Interesting

      I am also continually mystified by the refusal of developers to port even a single MMO to a console. Every developer is spending a fortune to make the PC-only WoW-killer and losing their shirts when it inevitably either fails or flounders. Meanwhile, not a single modern MMO has been developed for a console (and modern consoles have more than adequate hardware to handle it). Considering how many console-only or console-primary gamers that are out there, that seems like a downright bizarre oversight. Everyone is treading the same well-worn path as everyone else and ignoring the one blindingly obvious path that no one has ever went down.

      I know a lot of people say that MMO's are somehow impossible to do on a console. But I remember when people used to say that about FPS's and RTS's too.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:APB, Fallen Earth... by Kingrames · · Score: 1

      Except that APB is a phenomenal game. It was marketed incorrectly. It is a massively multiplayer shooter, but when people hear MMO, they immediately think RPG, grinds, and endgame. APB has no endgame, when you create your character right offr the bat you're given most everything you could want. you can even spend real-world dollars to get something like a high velocity round sniper rifle right off the bat, from another player. the money you spent goes to that player and they can actually sustain their playtime based on that. and since the developer got paid, they're fine with it.

      Couple that with literally infinite customization options just counting the ability to create symbols and put them on your clothes as you see fit, along with your car, and what else could you ask for/

      Get into a group and the game is fun on the first day you're playing, you don't have to grind for months to get the gear to compete.

      And yet it bombed when review after review complained about: horrible one on one balance, lag, cheats, and a lack of stuff to do and repetitive missions.

      The 'missions' were only there to get players to go up against each other, they were never intended to be the content.

      The real reason it bombed is there was never an advertisement video that described the game properly. If they had said "This is your city, we're not going to tell you how to play, we're letting you decide how to run things." It would have done much better. Because then the reviewers and the players would have realized that the mission system was nothing more than a booster chair or training wheels.

      --
      If you can read this, I forgot to post anonymously.
    6. Re:APB, Fallen Earth... by The+Living+Fractal · · Score: 1

      MMOs are not even remotely 'impossible' to do on a console... But let's talk controls.

      I used to play WoW, quite a bit actually, until I decided there were much better things to do with my life. In WoW each of my high level end-game characters had complex skill rotations and keyboard bindings. Looking back on that and thinking about trying to do that with a console controller makes me wonder how feasible it is. In WoW there were players known as "clickers" who used the mouse to execute all their skills. These players weren't able to compete at end-game, for the most part, because they simply couldn't react fast enough. They were second rate. (yes, some were good enough, but most weren't)

      So, step number one would probably be "Dumb down the controls for the console version" which is fine, in theory, but it won't satisfy the folks who like PC MMOs because of the availability of complexity. I'm not saying it's impossible, just that it would require an innovative solution to the controls aspect.

      Then there's the issue of control sensitivity. Let's say I'm involved in a big battle, PvP style, and my opponent is behind me. I will need to be able to turn around very quickly to prevent them backstabbing me. Now, I've had plenty of time playing console and PC games and I can easily make the statement that when I up the sensitivity of my console controller to turn around quickly I also lose quite a bit of fine control for other things. An innovative solution might be to have the game detect when the player is in 'fine control mode' i.e. inside dialog screens/inventory screens/zoom screens etc.

      And perhaps another aspect requiring solution is communication. In MMOs it is not uncommon to have a general chat channel where players can talk to each other quickly via typing. Much of game time in an MMO is spent chatting. You might say "yeah well for console MMOs you could just use voice chat." Except that you can't, not really. How well can two people talk over each other in voice chat? Now imagine 10 or 20 people talking over each other. Imagine how this would absolutely destroy the "Auction" channel, with a hundred different people all trying to peddle their wares at the same time.

      So a necessary addition to the console MMO would be a keyboard for general chat/guild chat/whispers/auctions. So you'd have two controllers: a keyboard for chatting/writing actions or macros, etc, and the console controller itself for gameplay.

      Like I said, not impossible. But nobody has (yet) stepped up to the plate with all this stuff. I think there are a few games in the works that will get close though.

      --
      I do not respond to cowards. Especially anonymous ones.
    7. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      Guess you haven't heard about Final Fantasy X1 and the upcoming X4 that are developed for the PC and consoles?

    8. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      I am also continually mystified by the refusal of developers to port even a single MMO to a console. Every developer is spending a fortune to make the PC-only WoW-killer and losing their shirts when it inevitably either fails or flounders. Meanwhile, not a single modern MMO has been developed for a console (and modern consoles have more than adequate hardware to handle it). Considering how many console-only or console-primary gamers that are out there, that seems like a downright bizarre oversight. Everyone is treading the same well-worn path as everyone else and ignoring the one blindingly obvious path that no one has ever went down.

      I know a lot of people say that MMO's are somehow impossible to do on a console. But I remember when people used to say that about FPS's and RTS's too.

      Actually you're wrong, Phantasy Star Online is available on XBox and for some older consoles. As well, I'm pretty sure whichever Final Fantasy MMO came out was available on console.

      The fact you aren't aware of either should clue you in as to why most developers don't make console MMOs.

    9. Re:APB, Fallen Earth... by manicbutt · · Score: 1

      There have been a few MMO attempts on consoles. Final Fantasy XI and Phantasy Star Online come to mind. Both are very Japanese, not very well suited to interaction, and otherwise built for a niche audience. Blizzard so totally owns the MMO mindshare that no one wants to make a subscription game for console players, who in my opinion are notorious cheapskates, children, or both. I've been meaning to set aside some time to get into the iPhone MMO "Pocket Legends" from Spacetime Studios, but haven't quite gotten the courage to plunge into that kind of time sink.

    10. Re:APB, Fallen Earth... by elrous0 · · Score: 1

      I said "modern" MMO's. Final Fantasy XI is an ancient PC-only MMO that was poorly ported to consoles ages ago. Final Fantasy XIV is another in a long line of PC-only MMO's that is supposedly going to get ported to a console in the distant future. There have been a bunch of these, however, and none has ever actually materialized in their console form. They show up on the PC, then at some point their console version gets indefinitely shelved.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    11. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      I am also continually mystified by the refusal of developers to port even a single MMO to a console.

      Square-Enix is the only one I know of that has had any success with this and the prime example being FFXI for PS2 and 360.
      Now with Final Fantasy XIV coming out they will be continuing that trend, although it likely will not be on the 360 due to payment issues with xbox live. The PC game is visibly obivous from the alpha/beta builds that it was designed around being played on a console. This comes with downsides though such as a pretty huge oversight for PC controls even though it is coming out before the PS3 version (mouse controls are still horrendous and there are too many menus to navigate for simple tasks that could be hot keyed on keyboards).
      If FFXIV bombs and fails then other developers might look to that as a reason why they shouldn't target the console market for MMO's, but we will have to wait until that happens I suppose...

    12. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      FFXIV is a "modern" MMO, and coming to PS3 in March.

      PC version is out in a month, and both platforms can play together.

    13. Re:APB, Fallen Earth... by Kirin+Fenrir · · Score: 1

      Uh, FFXIV is absolutely coming to PS3. Confirmed for March 2011. Remember, this is the sequel to a game that was already on PC and console (FFXI).

      Besides, anyone in beta (NDA lifted) can testify that it's designed around a controller, not a mouse. :(

      --
      Caffeine is my anti-drug!

      Duranin - A NWN2 Roleplaying Persistent World
    14. Re:APB, Fallen Earth... by elrous0 · · Score: 1

      Yeah, quite a few MMO's have been absolutely coming to consoles for years now.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    15. Re:APB, Fallen Earth... by drsquare · · Score: 1

      I think you overrate complexity. If WoW had hundreds of skills and required four keyboards to operate, it would be much more complicated, but it wouldn't make it more sophisticated or enjoyable. Most of these skills are pretty much the same thing anyway, they only exist to give the player a sense of progression so they keep paying subs. My warlock must have about half a dozen damage over time spells, and I don't think the game would lose anything if I only had one.

      Most classes could be boiled down to three or four abilities which would be easily played on a controller without losing any element of tactics and skill. As for the auction spam, it's easier to press a macro to spam five lines every four seconds than it is to speak constantly.

    16. Re:APB, Fallen Earth... by shermo · · Score: 1

      My warlock must have about half a dozen damage over time spells, and I don't think the game would lose anything if I only had one.

      Most classes could be boiled down to three or four abilities which would be easily played on a controller without losing any element of tactics and skill.

      Keeping decent uptime on five dots is far more involved than keeping one dot up. In much the same way that juggling 5 balls is more difficult than juggling one ball.

      I suppose you could argue that it's needless complexity and doesn't add anything the the gameplay. But judging by the second sentence you seem to be implying that it is no more difficult, which is inaccurate.

      --
      Insanity: voting in the same two parties over and over again and expecting different results
    17. Re:APB, Fallen Earth... by drsquare · · Score: 1

      Chess must really be an easy game then if my bishop can only go in four directions.

    18. Re:APB, Fallen Earth... by shermo · · Score: 1

      Your argument was "If we remove 80% of possible abilities this won't reduce the element of skill".

      Do you think that chess would be no less complex if your bishop could only move in one direction?

      --
      Insanity: voting in the same two parties over and over again and expecting different results
    19. Re:APB, Fallen Earth... by camazotz · · Score: 1

      Fallen Earth does have a two week trial...I tried it and it was quite fun, worth subbing to for a few months (imo). I agree, if APB had offered some sort of trial or free play I might have given it a shot....as it was, not worth the risk.

    20. Re:APB, Fallen Earth... by camazotz · · Score: 1

      Did it? Wow, never noticed. Wonder how many people did notice...and still decided it wasn't worth the $50 plus hourly subscription fee for a pvp title that's in direct competition with MW2 and other AAA titles...

    21. Re:APB, Fallen Earth... by Anonymous Coward · · Score: 0

      FFXIV mmo coming to a PS3 near you (March I think).

  3. possible, and I hope so by Trepidity · · Score: 4, Insightful

    It's possible game budgets have overextended, and I personally would welcome a move towards lower-budget games: these really huge budgets are somewhat stifling for innovation, because there is very little risk you can afford to take with a $50m+ game. If you made ten $5m games out of that money, you could try out some more interesting things, and you'd also have smaller teams that can inherently move a little more nimbly (it's very hard to steer a ship the size of the current AAA dev teams, and changing anything requires heroics).

    Nonetheless, I'm not sure one big-budget failure is enough evidence of a turnaround. The film industry has had a few large-budget films that failed so badly they bankrupted studios also, but pundits' predictions that those films marked a peak in film budgets all proved to be wrong.

    1. Re:possible, and I hope so by hedwards · · Score: 2, Insightful

      They probably have, in order to break even a game with a budget of $50m would have to sell 1m copies at $50 a piece and keep every bit of that change to pay off the costs, as in probably not paying the IRS. Which is a risky move to say the least. A better move would probably be to cut the budget to a more reasonable figure and then either lower the asking price or accept a smaller number of purchases initially.

    2. Re:possible, and I hope so by gmhowell · · Score: 1

      In the US (since you mentioned the IRS) you are taxed on net income (more or less) not gross receipts. Paying the IRS would be the least of their concerns.

      You are mostly correct though. Given that GameStop and Amazon will get 1/3->1/2 of that $50, EA would have to sell 2m copies, probably more. Continue to pare away at the amount of money coming in and you'll wind up in a place that "SRS gamrz" can't buy the studios out of. There simply aren't enough of them.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    3. Re:possible, and I hope so by Dahamma · · Score: 1

      And, since you mentioned retail markup... I think it's going to be *really* interesting to watch how Blizzard does with their model for Starcraft 2, where they are doing significant sales via download, letting them keep 100% of the purchase price.

      Of course there are 2 angles to that: 1) studios make a shitload more money 2) studios can lower their prices on games because there is no longer a need for a now-useless middleman. Who wants to take odds against the studios attempting #1?

    4. Re:possible, and I hope so by Jedi+Alec · · Score: 2, Insightful

      Bear in mind there's also money flowing the other way...you don't think the studio's put in those big nvidia logo's and other advertising just because they felt like it, right? ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    5. Re:possible, and I hope so by gmhowell · · Score: 1

      All I know is you might want to lay low, lest George Lucas discovers your username...

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    6. Re:possible, and I hope so by Itchyeyes · · Score: 1

      I don't think that a temporary decline in game budgets marks a permanent decline. Rather I think it likely marks a re-aligning of resources within the industry. We'll still see games like Modern Warfare get ridiculous budgets and those budgets will continue to climb. However, I think most developers are starting to come to terms with the fact that there's only room for so many Modern Warfare level games in the industry, and that sometimes it's better to set your sights a bit lower. So I don't think the big budget games are going to disappear, but I do think that we might be seeing fewer of them in the future.

    7. Re:possible, and I hope so by eulernet · · Score: 1

      If you made ten $5m games out of that money, you could try out some more interesting things

      Hint: I worked in the game industry when games cost less than 1/100 of $5m, and I coded games during 20 years, so I saw the progression about games being more and more expensive.

      The problem is that nobody is willing to invest $5m for a "small" game, because they don't earn enough money in the end.
      There is a big delusion about videogames: videogames earn more money than movies.
      It's probably true, but I dare to say that only a few games are earning a lot of money, and these are only big titles, or big companies like Nintendo.
      For one successful game or company, there are 10 or more that fail miserably.

      I worked for companies that did nice products, but badly publicized, so in the end, they had to close.
      When you have a large budget for creating a videogame, say $20 millions, you need to invest as much in publicity ($20 m).

      I also worked for companies on games that only relied on their license (one movie and 2 commercial products), and the games were so shitty that they had to close.
      I don't think it's a good idea to invest a lot of money in a licensed game, so that explains why licensed games are so shitty.

      What irritates me is that people working in videogames do not earn a lot of money, so I really don't understand why writing a game costs these insane amounts of money.
      I noticed that a lot of game companies never wanted to do games, but instead movies, that's why they put tons of CGI and cinematic scenes, and this adds nothing to the game.
      Writing a good videogame needs at most 10 developers, 20 graphists and 5 testers, and such a team is pretty cheap, even with comfortable wages.

      Often, managers believe that increasing the number of people in the team will allow to release the game in time (as in the Mythical Man-Month).
      They fail because they try to pack as much features as possible, instead of trying to reduce the features as most as possible.
      I remember games I worked on where we had to scrap 2 or 3 levels entirely designed, because there was no time to finish the game.

      A game is not about having the largest possible universe, but instead by having the funnier possible, and that's where Nintendo wins.

      Finally, I got bored about the dumb managers I worked for. Very few managers are able to release games and motivate their team.
      I was disappointed about the low wages I got even after 20 years of games and the games were becoming more and more boring, so I finally quit making games.

      it's very hard to steer a ship the size of the current AAA dev teams

      That's called the Titanic.
      It's one of the visible symptoms of a failing game.

    8. Re:possible, and I hope so by HarvardAce · · Score: 1

      Given that GameStop and Amazon will get 1/3->1/2 of that $50, EA would have to sell 2m copies, probably more.

      I think you are overestimating the retail markups on games almost by an order of magnitude. Retailers don't make a lot of money on brand new games (which is why Gamestop as a company is doing well -- they have a huge head start on the used game market). I wouldn't be surprised if the markup is around 10% at most. However, the markup on used games is often 100-200% or more. Gamestop, for example, will buy a relatively new game from you for $10-20 and then sell the game right back at about $5 less than retail (e.g. $45 or $55). It's why many of the other big box stores are looking to get into this space (I believe that Best Buy is piloting such a program now).

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    9. Re:possible, and I hope so by HarvardAce · · Score: 1

      And, since you mentioned retail markup... I think it's going to be *really* interesting to watch how Blizzard does with their model for Starcraft 2, where they are doing significant sales via download, letting them keep 100% of the purchase price.

      Of course there are 2 angles to that: 1) studios make a shitload more money 2) studios can lower their prices on games because there is no longer a need for a now-useless middleman. Who wants to take odds against the studios attempting #1?

      Given that Starcraft 2 retailed for $60, which is $10-20 more than the average AAA PC game, I think it's quite clear that they are going with #1.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    10. Re:possible, and I hope so by gmhowell · · Score: 1

      According to this it looks like I overstated the amount to retailers by a factor of 2; the margin taken by retailers is about 20%. So while I overestimated, it's certainly not by an order of magnitude (which would given GameStop and/or Amazon only about 3-5% margin. No way are they running that slim).

      I found some analysis that GameStop's margin on used stuff is 41% (came up while I was looking for that forbes link, can't find it now). That seems plausible with a markup of 1-2x.

      Without digging into the 10k's of various companies, that's the best I can come up with.

      TL;DR: If you spend $50 at Gamestop, they make $10 if it is on a new game and $20 if it is on used games.

      Which, going up a level of posts, makes the numbers different, but not an order of magnitude different. In any event, it supports my suggestion even more strongly in that more copies would have to be sold. If I can remember my train of logic from a week ago.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    11. Re:possible, and I hope so by HarvardAce · · Score: 1
      You're definitely right - my error was that I was not looking at the difference between wholesale price and retail price (which is about 20%), but rather at the profit the retailer makes after factoring all the costs the retailer has to sell the game. As that same Forbes article you linked indicates, a retailer may only make about $1 in profit after considering those costs (compared to the $12 in markup on that $60 game).

      I think the interesting comparison is then comparing the costs of a retailer versus that of the direct downloads that Blizzard uses. If retailers spend about 15% of retail price on their costs (or about $11 on a $60 game), you have to assume that the costs of a direct download are closer to 1% than 15%.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
  4. Translation: by Rod+Beauvex · · Score: 1

    EA's executives got some nastygrams from their shareholders about returns not matching expenses. Not a good thing when you're trying to sell something that isn't essential to survival in the middle of an economic depression.

    Entertaining PR press release.

  5. Congratulations! by Dumnezeu · · Score: 1

    So you finally stopped all those pirates that were putting you out of business...

    --
    Yes, it's sarcasm. Deal with it!
  6. It couldn't be by CaptainZapp · · Score: 2, Insightful
    the fact that Steam (not their fault, thy're a reseller here) charged 50 Euro for APB, which gives you the privilege to pay a recurring subscription fee on top of that?

    Nosire! Of course not. It's probably due to evil software pirates.

    --
    ich bin der musikant

    mit taschenrechner in der hand

    kraftwerk

    1. Re:It couldn't be by Lonewolf666 · · Score: 2, Insightful

      Yes, that appears a bit greedy.
      For games with a recurring subscription fee, it seems smarter to make getting in cheap. Like CCP did with EVE Online:
      IIRC purchasing the game was 20 Euros, including the first month. Not too bad. So I got in, found I liked the game and stayed (and payed) for a few years.

      There is also a growing trend of "free to play" MMOs, where you only pay for in-game advantages like faster leveling or special items. That is an even more consequent version of making the entry threshold low.

      --
      C - the footgun of programming languages
    2. Re:It couldn't be by Ihmhi · · Score: 1

      You only pay USD$5 to "activate" an account. (I guess they do 5 Euros as well?). You also pay for the first month's subscription.

      After that initial activation, it's only the monthly fee from there. All future expansions are free.

      That's how MMOs should be done.

  7. Except for Madden! by Chas · · Score: 1

    Good old EA "If it's not Madden, it's a waste of money and we'll shut it down eventually" Games.

    I stopped listening to anything they said years ago.

    --


    Chas - The one, the only.
    THANK GOD!!!
  8. Translation by Anonymous Coward · · Score: 0

    "EA games is going to invest less in their games. After all, it's the big franchises making EA a fortune with practically no development whatsoever. Just look at Madden!"

  9. Who would have thought... by Anonymous Coward · · Score: 0

    Hmmmm, so should we read into these comments?
    1. Development budgets have peaked: But advertising budgets will continue to eclipse dev. budgets. (COD4 cost 1/4 to develop compared to the advertising budget.)
    2. Game programmers, artists and everyone involved in the production side of games, are, in general underpaid and overworked: Now we'll pay them even less, and renege on bonuses.
    3. Get ready for COD15 white-ops, still based on the COD4 engine.
    4. The next generation of consoles will be a re-package of an Atari 2600; those games could be done in a week.
    6. We'll switch off most of the multi-player servers, when we think you've had 'enough' fun... Or the next game is out...
    7. Game distribution company executives bonuses are predicted to reach an all time high.
    8. Game distribution company know that they are heading the way of the music industry, this is their last chance to 'milk' the public/industry.
    9. Short term view, remember that a AAA game can take two-three years to produce, What happened back then...

    As console generation improve, the requirements in terms of graphic quality, and expectation of quality game-play, and solid programming; console games are on par with TV and cinema, these days, sound, visuals, game-play dynamics, expecting the game industry to produce products at this level requires equivalent budgets(TV, cinema and game CG all use the same process, abet optimised).

    Consider this, if a AAA game came make more money that a AAA film, why should it not have an equivalent budget.

    So what do these distribution companies do?, apart from rip off the public(and shareholders), grind the people that actually create games, into the ground; it's hardly a sustainable model, look at Infinity Ward...

    1. Re:Who would have thought... by Anonymous Coward · · Score: 0

      You can understand why game distribution company executives are scared, the entire business model their companies are based on is about to become a menu in xbox live!!

  10. Maybe For This Generation by mentil · · Score: 1

    You can only stream data so fast, and hold only so much in RAM, which limits the amount of geometry/textures that can be shown (and thus need to be created) per hour of cinematic gameplay. Unless some revolution in multiplayer modes comes about, multiplayer costs will mostly be for a predictable number of coding hours. As long as people are ok buying $60 action games with 4-12 hour campaigns and some standard multiplayer modes, the costs for that type of game are pretty predictable if it's not a mismanaged project. MMOs are where the costs are really huge, although single-player open world games tend to have highly reused geometry (*cough* Crackdown 2 *cough*) that doesn't cost as much for some reason.

    I imagine with the next generation of consoles that costs will start increasing again, though.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    1. Re:Maybe For This Generation by ultranova · · Score: 1

      I imagine with the next generation of consoles that costs will start increasing again, though.

      Assuming there'll be a next generation, of course, which is a pretty huge assumption for this very reason and a number of others.

      I predict that the next revolution in gaming will come from AI-directed procedural generation of content on the fly; not only does it lower development costs a lot, but it'll also allow truly open-ended gameworlds.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:Maybe For This Generation by Lonewolf666 · · Score: 1

      I predict that the next revolution in gaming will come from AI-directed procedural generation of content on the fly

      That is probably correct, as far as the use of procedural generation goes. I'm not so sure if it will always be on the fly, however. Maybe we will see a generation of games that say "start me now and wait five hours while I build the game world". Or the developer studio will do the generating inhouse and just ship a stack of DVDs.

      Either way, the makes of game consoles might need to upgrade their memory sizes a lot to handle the resulting flood of data ;-)

      --
      C - the footgun of programming languages
    3. Re:Maybe For This Generation by Anonymous Coward · · Score: 0

      I predict that the next revolution in gaming will come from AI-directed procedural generation of content on the fly; not only does it lower development costs a lot, but it'll also allow truly open-ended gameworlds.

      Like the meta-director in left for dead? May not control much more than zombies and item placement, but it is there.

    4. Re:Maybe For This Generation by ultranova · · Score: 1

      Like the meta-director in left for dead? May not control much more than zombies and item placement, but it is there.

      Yeah, only far more so. For example, you decide to go exploring the countryside in an RPG, and the director AI generates a small town for you to find. To continue the zombie theme, the town has a problem with them; you refuse to help them, and return later to find the town overrun and full of zombies. There's a single family left, and guiltily you help them escape to a nearby city, only you're pursued by the zombie army, and the city is besieged. Will it fall? Will it prevail? Will it defend against zombies but fail to eradicate them, resulting in stagnation in trade and all that that implies? How will the Kingdom react?

      This kind of game would basically combine Civilization, Master of Magic, Sims, SimCity and L4D director AI into a single gamemaster AI, resulting in a fully open-ended gameplay, as opposed to the scripted worlds of Fallout 3 or Oblivion. Speaking of which, I suspect that Bethesda will be the first company to try this; after all, they've been trying ever since The Elder Scrolls: Arena for precisely this. Hey Bethesda, any of you reading this? Care to try the challenge ?-)

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  11. There's only so much worth spending by Sycraft-fu · · Score: 1

    I like big budget games because they can have cool visuals, full spoken dialogue and so on. However once you've hit that point, you have pretty much peaked. There isn't a point in spending money on other things.

    In particular I think some games make the mistake of spending money on big name actors. I really don't care, I'd much prefer a good voice actor, and there are many, to having money wasted on an actor because they are a big name.

    I also think you are right that smaller titles can be a benefit too, so long as they spend money in the right places. Unfortunately I've seen too many lower budget games that try to be big budget and just end up being bad all over.

    1. Re:There's only so much worth spending by ultranova · · Score: 1

      I like big budget games because they can have cool visuals, full spoken dialogue and so on.

      This rises an interesting question: is voice synthesis nowadays good enough to handle most of the dialogue? Most voice actors are pretty bad, sometimes hilariously so, so I'd imagine that a computer reading a script - perhaps with some markup cues for emotional state and such - would do just as well, if not better.

      This would cut development costs for dialogy-heavy games a lot, and as a bonus also make modding a lot easier.

      However once you've hit that point, you have pretty much peaked. There isn't a point in spending money on other things.

      All too true. Turd polishing is popular as ever.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:There's only so much worth spending by vlm · · Score: 1

      I like big budget games because they can have cool visuals, full spoken dialogue and so on. However once you've hit that point, you have pretty much peaked. There isn't a point in spending money on other things.

      Agreed, big budget games generally don't spend any money on gameplay/balance, testing, or creative ideas. Minor disagreement in that they do blow a lot of money on marketing (TV commercials for my mom to watch?)

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    3. Re:There's only so much worth spending by tlhIngan · · Score: 1

      I like big budget games because they can have cool visuals, full spoken dialogue and so on.

      This rises an interesting question: is voice synthesis nowadays good enough to handle most of the dialogue? Most voice actors are pretty bad, sometimes hilariously so, so I'd imagine that a computer reading a script - perhaps with some markup cues for emotional state and such - would do just as well, if not better.

      This would cut development costs for dialogy-heavy games a lot, and as a bonus also make modding a lot easier.

      Voice synthesis is quite good these days if you have a good voice database to begin with (it's one of Apple's long term R&D projects), but even with a high end database it is still intensive and very robotic. It's great if you have a robotic voice you want to simulate (and Apple's TTS has "starred" in many media - TV, movies and games), but it's nowhere near natural speech. (And Microsoft's implementation just plain sucks in XP - it's laughable at best unless you really need the chintzy robotic voice).

      I've seen some games use TTS when the dialog's mostly just text on screen - it's not pretty and just slows things down when you can read faster.

      Good voice actors aren't expensive, either. It's a budget item yes, but they aren't expensive. The poor quality voice acting usually comes from the management thinking that anyone can do it so they all gather employees into the booth and have them recite lines for a day. For some people it works great (they have good enunciation and projection to begin with), others... not so much. The big-name voice actors can easily do multiple characters with distinct voices and personalities, too.

  12. game prices by bakamorgan · · Score: 0

    Next thing you know it they will jack up the prices of games to help off-set the costs. They will probably wait till mw3 comes out and activision thinks they are so cool and can price their shit for whatever they like then everyone else will follow. Then charge 25 bucks for a 6 map dlc add on....etc etc etc

  13. Doubt it... by blahplusplus · · Score: 1

    ... MMO's are definitely an area I doubt will ever have a "peak budget" as huge markets like asia and india have serious economies of scale.

  14. My rules for buying games by ledow · · Score: 3, Insightful

    Since the advent of games-for-show instead of games-for-fun, I have certain rules for buying games. These will probably explain why huge development budgets are a waste of money and why indie games are increasingly occupying more of my hard drive. It'll also explain specifically why APB died a death, because it was one of the games I looked at in the last few months.

    1) No subscription. If I buy a game, I buy it. I don't rent games - never have, never will. I may borrow them from friends. I may have to (at some point) pay in installments to "own" the game, but when I do that's more a financial arrangement than an ongoing subscription. I've never played WoW, or any other MMO, because of this.

    2) Demo. I do not play a game that I don't know *exactly* how it plays. I do not pre-order games, either. Some FPS's are vomit-inducing to me because of the motion (for some reason, Duke Nukem 3D was like that, but almost no other game). Some games *don't* let me change the controls to something I can actually get on with, or that works comfortably on my laptop. Some games do not play well despite looking nice (I *cannot* get on with DogFighter because the control system is just so horrendously out-of-tune with how I want the aircraft to move - thus the game is unplayable to me). If you don't offer me a demo, the only other options open to me are: playing a friend's version, playing a pirate version, or not buying the game until it's incredibly cheap and therefore worth the risk.

    3) Value. I don't pay for any game that I won't get value back for. Asking £50 for a game is ludicrous unless I get hundreds of hours out of it. They are £6.99 games on my hard drive that have hundreds of hours of gameplay from me - you have to compete with that. For some reason, this seems to operate on a bell-curve... very cheap games are usually shit value, very expensive games are usually shit value, with the peak being at about £10 or so. If your game is too expensive, I *will* wait until it's cheaper - I don't mind playing games that are several years old so long as they work. If it never gets cheaper, it never gets bought.

    4) System requirements. If I need a PC greater than the one I have, I won't look at the game. I don't buy PC's to fit the games, I buy games to fit my PC. There is no excuse any more for slow-running games on modern dual-core processors with Gb's of RAM available to them. Dogfighter CRAWLED on my PC and to get it to run smoothly required me to put it into 800x600 with no texture detail - it looked like a version of F29 Retaliator from my DOS days, without the fun, and with broken textures everywhere - and still my PC struggled (in fact, I loaded up F29 Retaliator in DOSBox soon after and had much more enjoyment out of it). If Tom Clancy's HAWX can work fine on my PC without me changing any options, Dogfighter should as well. If you require Windows Vista or 7, that's me done too. There's no reason for that. If you require a particular Service Pack, I will be suspicious and want to play the demo to be sure that you're just fibbing - most games run fine on SP2 even if they demand SP3 for example. If you require gobs of disk space, that's probably the biggest killer because my hard drive space and bandwidth is my most precious commodity.

    5) DRM. If I can't play my friend's copy on my computer to see how it runs on my machine, that breaks Rule Number 2 above. If I can't play a legit version or demo on another PC, then I won't pirate it - I just won't buy it. However, if I do decide your game is good enough to make it onto my machine, a good way to kill Rule Number 3 is to reduce its value by making it a hassle to install / uninstall, making it require Internet access even just for "activation", making it unremoveable, limiting my installs artificially, making it impossible to backup to media, etc. Pirate versions and cracks will solve this for games I do buy but if I have to do that, you have a serious customer service problem. It's like me buying a car a

    1. Re:My rules for buying games by drinkypoo · · Score: 1

      Some FPS's are vomit-inducing to me because of the motion (for some reason, Duke Nukem 3D was like that, but almost no other game).

      turn down/off the view-bob, if you can. Duke3D had some seriously rolling view-bob.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:My rules for buying games by Lonewolf666 · · Score: 1

      4) System requirements. If I need a PC greater than the one I have, I won't look at the game. I don't buy PC's to fit the games, I buy games to fit my PC. There is no excuse any more for slow-running games on modern dual-core processors with Gb's of RAM available to them. Dogfighter CRAWLED on my PC and to get it to run smoothly required me to put it into 800x600 with no texture detail - it looked like a version of F29 Retaliator from my DOS days, without the fun, and with broken textures everywhere - and still my PC struggled (in fact, I loaded up F29 Retaliator in DOSBox soon after and had much more enjoyment out of it). If Tom Clancy's HAWX can work fine on my PC without me changing any options, Dogfighter should as well. If you require Windows Vista or 7, that's me done too. There's no reason for that. If you require a particular Service Pack, I will be suspicious and want to play the demo to be sure that you're just fibbing - most games run fine on SP2 even if they demand SP3 for example. If you require gobs of disk space, that's probably the biggest killer because my hard drive space and bandwidth is my most precious commodity.

      I agree with most of that. Except the service pack level (I presume you mean SPs for Windows XP?).

      Unless you have some really important application that refuses to run on SP3, it is a good idea to run the latest service pack. SP2 recently went out of support and does not get security patches anymore. And surfing the net with unpatched Windows is not so good, as I found out myself some years ago.
      I even had the latest SP for Win2000, but forgot to install the post-SP patches =>Hello MSBlast...

      --
      C - the footgun of programming languages
    3. Re:My rules for buying games by Anonymous Coward · · Score: 0

      ... Dogfighter ...

      ... Dogfighter ...

      ... Dogfighter ...

      I think you should have known by the name that the game was going to run... like a dog.

    4. Re:My rules for buying games by Anonymous Coward · · Score: 0

      My rules for buying games. Is it fun and do I have the time, money and hardware? Yes, buy the game. No, don't buy the game. Since I have no time and a mac. I don't buy many games. Personally, I can't wait for the kid to get old enough to want to play catch,

    5. Re:My rules for buying games by Anonymous Coward · · Score: 0

      tl;dr

    6. Re:My rules for buying games by Anonymous Coward · · Score: 0

      Sorry man... While I do agree with some of your rules... That whole list just makes you sound like an arrogant prick to me. We share the same core values, but for some reason I felt compelled to have nothing to do with you. Nothing personal, but that's the vibe I got reading it.

  15. Too many games put graphics before gameplay by jonwil · · Score: 1

    It doesn't matter if the graphics are good enough that you can read the (made up) names on the dog tags of the enemy soldiers through the scope of your sniper rifle. If the gameplay is crap, people wont buy it (at least once genuine reviews start appearing showing how crap the gameplay is rather than paid "fluff pieces")

    The fact that demos no longer exist for many titles (on PC anyway) is also hurting things as people cant try games before they buy (and so they pirate the game to see if its any good and once they have pirated it, the incentive to buy disappears)
    Although the downside (and why games companies may not be doing demos) is that gamers may download the demo, play it, decide the game is crap and not buy the full game at all.

    1. Re:Too many games put graphics before gameplay by Anonymous Coward · · Score: 0

      I'd say that Deadly Premonition managed to out-gameplay Alan Wake, the PS2-era graphics were propped up by the cleverly-odd and/or oddly translated voice acting. It had charms unseen in the much greater production valued game.

  16. APB, and the 100M number by Tei · · Score: 1

    100 millions where invested in the company.
    the company has produced 1 mmo and about 60% of another one.
    so you can say about 60M where invested in it.

    now you can buy RTW for 4M, and get 1 MMO and half. *hint*hint*hint*

    --

    -Woof woof woof!

  17. cut thier advert budgets maybe? by uncledrax · · Score: 1

    Of course it's peaked.. they've learned they can saturate TV and Radio, and other media, with a slew of ads for their products... They can't very well push thier stuff MORE then they are, so they've reached the top.

    Maybe if they took some of that Prime Time ad-slot money and put it back into making a decent game, they'd get a better return?.. ok.. probably not..

    --
    ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
  18. workflows man by Anonymous Coward · · Score: 0
    the development workflow:

    1. is your game sh1t? if yes goto 2. if no goto 5

    2. improve graphics. is your game still sh1t? if yes goto 3. if no goto 5.

    3. improve graphics. is your game still sh1t? if yes goto 4. if no goto 5.

    4. improve graphics. is your game still sh1t? if yes, go gold, blame piracy, goto1.

    5. consult a publisher to make it sh1t and goto 2.

    Personally, I think it's all down to piracy anyway. I was about to write the most awesome game imaginable but before I could write a line of code it was leaked on the net and I was losing an estimated 500bn USD/day from 200 trillion downloads. Nobody can make the most awesome game imaginable in these conditions. ban the internet... and stuff.

  19. Hollywood by tempest69 · · Score: 1

    They run commercials at the cinema. Which is a good enough reason for me to not buy their games.

  20. EA sucks by Anonymous Coward · · Score: 0

    I'm not buying an EA game until it's fun, worth the price they're asking for and they stop using that fu**ing Cider piece of crap to port their Windows games to the Mac. Unless they bundle their games with a free 8-cores Mac Pro with 8GB of RAM, because that's what Cider requires to run properly.

  21. Like most business by adewolf · · Score: 1

    The CEO and top management should get less $$$ (try like $75,000USD/year instead of $750,000USD/year) so the coders can get a reasonable salary.

    --
    "The Brady Bunch is back...working homicide"
    1. Re:Like most business by stewbacca · · Score: 1

      CEO making $75,000 a year? I'm a tech-writer/instructional designer and I get paid more than that.

      I don't that the guy who writes the user manual and develops the story line for the tutorial (me) should make more than the guy in charge of everybody, sorry.

  22. APB was a flop anyway. by ledow · · Score: 1

    - APB cost over $100m in investment capital. That's a warning sign right there.
    - APB has been in development for five years. No-one I know had heard of it until it popped up on Steam pre-orders.
    - APB gets bad reviews on user sites.
    - APB *didn't* get bad reviews in magazines, etc. because of a review embargo (until a week AFTER release) that stopped people publishing reviews - this arguably killed the game's publicity.
    - APB changed over 5 years from being originally planned for the XBox and ending up being announced as a PC-only title.
    - The APB studios seemingly have not-much-else in the pipeline at all. APB was their sole "saviour" really, and $100m of risk is a hell of a situation to start from with an MMO that basically relies on lots of people playing it a lot and liking it for a long time.
    - APB is quite expensive compared to other MMO's, probably to compensate for the HUGE deficit and to keep lots of servers running 24/7.
    - APB is very different in terms of genre, content, etc. to other MMO's.
    - APB's parent company went into administration SIX WEEKS after release - they must have known that it needed to bring in millions within the first few weeks or the company would die like it did - they must have known that WAY BEFORE release, probably before the beta even started. They must also have known that it was a bit shit, given that they'd been running beta's for nearly a year.

    Basically, 200 people lost their jobs because someone spent too much on something so enormously risky that they were betting on paying back millions of dollars in a matter of weeks on an untested concept on something that had been in development for five years, beta for a year and still couldn't get good reviews (or even ANY official reviews from professional sources), had been delayed and delayed, had priced itself too high, etc.etc.etc.

    It was a classic bad investment, with bad management. Some games programmers operate like this in perpetuity - form company, make popular game, get investment, spend it all, declare company bankrupt, sack everyone, move over to a new company and hire the now-out-of-work "good" staff again (probably on worse contracts), rinse and repeat.

    APB and Realtime Worlds have *nothing* to do with the games industry being weak, with games budgets getting too high or anything else. It was just stupidity.

  23. Game Development by stewbacca · · Score: 3, Insightful

    So the game companies are beginning to realize that, although they are a game company and hire a lot of young guys who get into programming because they took some video game design courses, they still have be a functioning business to survive...interesting!

    I tell my kids that video game development is a good entry into software development because the two should be indistinguishable. Writing code for WoW shouldn't really be much different than writing code for Microsoft Office. The problem I've noticed is people that choose video game development don't think they are in the business of making software and thus don't follow the established business rules that work for any type of software.

  24. Too much comunication by Anonymous Coward · · Score: 0

    I suspect the real problem here is that game companys listen to their customers to much. Or rather they listen to them in the wrong way.

    If you ask a gamer whether they like the graphics better on a moder 3-d shooter or an 8-bit 2-d shooter it's ubnlikely you'll get votes for the 2-d shooter. Similarly if you ask someone what kind of games they find fun they will only list games that curently exist.

    If that is the the basis for how you design your games you'll always make a higher graphics quality version of something that already exists.

    On the other hand, if you don't bother asking people about the technical details and instead ask them "what would you like a game to be about?", you'll get a much more interesting range of answers, and can then pick one or a combination of them and build a game with gameplay features and graphics that fit the concept.

    As Henry Ford once said "If I asked my customers what they wanted they'd have said a faster horse".

    1. Re:Too much comunication by The+Living+Fractal · · Score: 2, Interesting

      I agree with most of your post except the beginning. This is certainly a real problem, and it definitely affects many games' development, but it's not the only real problem. In one sense it comes down to simple statistics: Half of all games made are worse than average. That doesn't seem to be concomitant with development cost either. In fact they don't appear to be related at all. Somehow extremely bad games are still getting funded for millions of dollars and only then, after the money is spent, do the developers realize that during all this time they forget to actually make it fun.

      --
      I do not respond to cowards. Especially anonymous ones.
  25. Much of that is just silly. by deweyhewson · · Score: 1

    1) No subscription.

    Your reasoning makes sense, but this how most MMOs are financed. No problem if you don't want to pay a subscription - I don't, either - but there's not really an alternative if the game is going to make money. Yes, there are some "free to play" MMOs, but practically speaking they cost, as well, since if you want to do anything of value in the game it will require purchases.

    2) Demo.

    I understand your reasoning, but you need to understand that demos, for the most part, don't return much value to the time put in to making them. If there is a demo, the company is going to get out the bare minimum just to give you a glimpse of the game potential. That's really all you should expect. Don't expect it to be optimized, don't expect it to be customizable, and don't expect it to stay current with whatever the current version of the game is. There's just no profit incentive in it for the developer. Look at demos like you look at movie trailers: simple, short, and the bare minimum necessary to market the film.

    3) Value.

    Your points are valid, so long as you understand this will be subjective. For example, if I have an AMAZING experience with a game which only lasts 6 hours, is that not more value than having a mediocre experience with a game that lasts for dozens? I say yes, others will say no, and the conflicting perspectives will make it very difficult for a developer to find a one size fits all standard to this. Another comparison may be valid here: a movie ticket costs around $10, and a movie lasts around 2 hours. So, extrapolating that, if a game costs $50 yet provides 10 hours of gameplay, it could be worth it. Again, subjective.

    4) System requirements.

    This is just silly. New games are going to require more power. Or do you also complain that you can't play 360/PS3 games on your Xbox/PS2? There is some validity in complaining that many games are horribly unoptimized and can barely run on even the best of systems - I'm looking at you Crysis - but you just have to accept that as technology progresses, so will game requirements. And it's unrealistic to make comparisons between games, since you don't know what's going on behind the scenes with the code. Simply saying "FPS #2234 runs just fine, why doesn't FPS #4887?!?" is a specious position to take.

    Windows XP is a decade old, it's time to upgrade. I'm sorry if that's not acceptable to you, but technology's not going to wait just because you think your system is "good enough". Also, as far as service pack requirements go, often that requirement is there because differences within an operating system between service packs are substantial enough to make it far simpler, and cheaper, for a developer to only support the latest version. This goes for the games, too. If a patch is available, and you refuse to get it, don't expect much support from the developer if something doesn't work right.

    5) DRM.

    This one I think we all can agree with. DRM will always be cracked, and only hurts the paying customer. Any developer with respect for their customers will either not include DRM, or at least use some form that gives back added value to the customer - such as Steam. I've never bought Crysis for this reason, even on the recent dirt cheap sales. When I buy a game, I expect to own that copy. Telling me I can only install 5 times, with no guarantee of being able to activate in the future, and you've lost my purchase.

    6) Playing nice.

    Although, again, you make some good points, I think you're expecting too much. Each executable is going to require a firewall exemption. The Half-Life series, for example, is like this because each game is a different executable. The fact that they are named the same is irrelevant. Also, while I wish there was an easy standard for developers to keep their settings and saved games in one location, differences between systems make this difficult. The latest versions of

  26. Yea i'd never heard of APB by Anonymous Coward · · Score: 0

    until just now in this slashdot article.

    Pretty poor advertising for a $100M game.

  27. Final Fantasy XIV will be on PS3 by HannethCom · · Score: 1

    An MMO is not impossible on a console. Dreamcast had Phantasy Star Online after all.

    Though for the most part that was a fighting game that's areas were hard coded on disk. As mentioned in the subject line the PS3 will be getting Final Fantasy XIV which is an MMO. The PS3 can support all types of MMOs where Xbox360 is pretty much limited to a Phantasy Star Online type game that are very static. The Xbox360 limitation comes from Microsoft restrictions on what they allow on their console. One, which I believe is still in place, is that you cannot create a game that requires you to have a hard drive as the old core bundles did not have hard drives. Though if you have a digital only game then I believe a hard drive is required to install it. They also have/used to have restrictions on how big your digital distributions are.

    --
    Microsoft, Apple, Google, Amazon what's the difference? All steal money from devs and control with walled gardens.
  28. Further analysis (was:Translation) by Lead+Butthead · · Score: 1

    Rank and file employees are now expected to work more unpaid overtime to "deliver more value" for the share holders.

    --
    ELOI, ELOI, LAMA SABACHTHANI!?
  29. Wrong. Enter Final Fantasy Online by vlueboy · · Score: 1

    I am also continually mystified by the refusal of developers to port even a single MMO to a console

    Though you added conditions after that line like "MODERN" and it came out on a console a year before going PC, we see your point painfully... let Wikipedia grant you some joy:

    Final Fantasy XI, also known as Final Fantasy XI Online, is a massively multiplayer online role-playing game (MMORPG) developed and published by Square (later Square Enix) as part of the Final Fantasy series. It was released in Japan on Sony's PlayStation 2 on May 16, 2002, and was released for Microsoft's Windows-based personal computers in November 2002. The PC version was released in North America on October 28, 2003, and the PlayStation 2 version on March 23, 2004. In Europe, only the Windows version was released, on September 17, 2004. An Xbox 360 version was released worldwide in April 2006 for all regions, as the system's first MMORPG and the first cross-platform MMORPG.[2] All versions require a monthly subscription to the game and the Xbox 360 version does not require an Xbox Live Gold account to play.[3]

    Final Fantasy series is mainstream, and installment # XI is only two behind the current XIII, or one PS{digit} console behind. Technically, XBOX 360 fulfills being a MODERN console for it, but then the game itself is 2 years older than WoW, so never believe you've seen everything :)

    Upon glancing the Development section of the wiki, I saw hints of "other" multi-environment MMO's, but no names.

  30. No it isn't there yet by Sycraft-fu · · Score: 2, Informative

    The state of the art I've seen is Yamaha's Vocaloid. However it only really can handle singing (for various reasons that's easier than speaking) and it still isn't great. Also it takes a lot of programming (in the MIDI sense, not the C++ sense) to make it sound right. Well that means having a skilled individual spend a lot of time which costs money and so on.

  31. Can I agree to disagree with myself? by Anonymous Coward · · Score: 0

    I believe in gameplay before graphics, buuuuut....... These days I seem to get the most enjoyment out of games that are basically telling a story and I'm just button-mashing my way through the pretty scenery. Take Gears of War 2 for example. That game had me IN AWE of the scenery. It was a joy to make my way through the levels. :-D Batman Arkham Asylum, similar experience (but then the play mechanics arent too bad either). Dante's Inferno, again, awesome level art... OK so I won't be playing these games again, ever, but I did enjoy the journey thanks to the visuals + story + some of the gameplay.

    It reminds me of casual games... casual gamers play "click this, then that" games because they just like something to do with shiny, colorful graphics, and me, former "hardcore" gamer, like clicking through more elaborate "shiny, realistic" graphics. Same shit, different pile (one of them millions of dollars rather than hundreds of thousands)

  32. 4U, Not everyone; some have more 'refined' tastes by lpq · · Score: 1

    I don't consider buying a game unless it can make use of my graphics.

    I want an aesthetic experience in my games as well as configurability and good game play.

    Games aren't that important for me that I'll buy them at all, if they don't interest me. That includes something that will interest my eyes and my mind and my sense of control. It also is a big "MINUS" score, for me, if the primary character can't be an attractive and strong female. Ugly, weak or secondary...major detraction -- makes it hard for me to get into (I just don't identify as well with male-gendered characters, but that might have something to do with the rather rigid sex-role social upbringing I grew up with in the US as well as my biological sex).

    I'm may not be a typical consumer though, but I'd love to find a game that would interest me and challenge my current graphics/'physics' setup, with dual-Nividia 295 cards that, themselves, are dual GPU cards (so, basically 4 GPU's). I needed the 2nd card for another screen, but I only
    game (or only want to be gaming) on my primary, 2560x1600 Dell30WFP (_Excellent_ Color rendition & stability, BTW), monitor. My other monitors are for other things (tablet, video).

    I even asked if NVIDIA if they had anything that would demonstrate the abilities of my SLI-card setup when I got the 2nd monitor. They had Nada. Zilch. Pretty pathetic marketing if you ask me.

    At least the Fry's game-rep was able to turn me on to Oblivion when I asked him for something to exercise my video card from 5 years ago or so. Since then haven't had a game as satisfactory as that on game play and user-customization. I still think of going back and trying it again with my current system, but the idea of rebuilding characters (I don't think I have the old save files), is awfully daunting.

    I really wish they'd do a graphics update for that game...I'd pay $30 bucks for that alone, even with no new story content -- just to replay it in a High Def-mode with 3D graphics (not 3D needing glasses, bug something better than the 'fairly good' "image-map-on-3d-surface" tech that they used -- which was a good simulation of 3D at the time. The more 'immersive' the graphics are, the better -- the more like a real-life movie they are, the better, I don't have an issue of an artificial life-form looked 'too real' (an excuse I've heard for why some designers have fallen short of realism -- because it looks too 'eerie': if it looks real, why would it be eerie? LAME!)

    Graphics were good with both versions of "Mass Effect", Game play was fine, though I resented the sexism of the 2nd game that excluded the similar-sex relationship that the first one offered, but took solace in the arms of various 'opposite-sexed' aliens as limited as those options were. Still thought it a cop-out for MS to not allow more variations consistent with reality).

    Some games like the latest Star Wars offering (SW Unleashed - ultimate small sith edition) wouldn't work on my main monitor, so are a fail from the start: 1920x1200 ?!? Give me a break, obviously an up-scaled console version (I so, generally, hate those, _especially_ ones that are obvious upscales but don't even work with an XBOX controller (Tomb Raider) ?!? That's a big FAIL). Sure, if it was NEVER on a console, then not working with a game controller is understandable .. keyboard needed, but for those that were developed first on consoles -- to not have *some* mode where a controller can be used is just plain laziness).

    Other games that looked interesting (Assassin's Creed II, FAIL'd due to DRM requirements). Note that Mass Effect II and even Dragon Age (which, was weak, graphics and story wise, for me so though I tried it, I never really got into it) had online requirements for extra features and such, which I *eventually* got to work, through my, then, byzantine triple firewall (on 3 separate machine/3 different architectures), through which nothing worked except well-mannered proxied applications. However, AC-II would have r