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The Battle For the Game Industry's Soul

An anonymous reader writes "The NY Times has a story about the imminent release of Battlefield 4 on 29 October, as it's one of the most highly-anticipated video games of the year. The most interesting part of the article is where it highlights what a mammoth undertaking such 'AAA' games have become. There are hundreds upon hundreds of people working full time on it, and hundreds of millions of dollars tied up in its development. These number have been rising and rising over the years; how big do they get before it becomes completely unfeasible to top your last game? The article also points out that the PC platform is beginning to wane in popularity. Nobody's quite sure yet whether it'll level out or go into serious decline, but you can bet development studios are watching closely. With bigger and bigger stakes, how long before they decide it's not worth the risk? Even consoles aren't safe: 'Electronic Arts is nevertheless trying to extend franchises like Battlefield to devices, because it must. But at the same time, it has to grapple with the threats undermining traditional gaming. Though the classic consoles are getting reboots this fall, there is no guarantee that new models will permanently revive the format's fortunes.' And of course, the question must be asked: do we even want the 'AAA' games to stick around?"

6 of 272 comments (clear)

  1. Film Industry by brunes69 · · Score: 5, Interesting

    " There are hundreds upon hundreds of people working full time on it, and hundreds of millions of dollars tied up in its development. "

    How many people do you think it took to make The Avengers? How many millions?

    The video game industry is starting to mirror the film industry, with studio houses having one or two giant blockbusters every month, and using profits from those to fund the smaller "filler" films. And then, you have the even smaller, independant type films, such as what ends up at Sundance or TIFF.

    1. Re:Film Industry by jnmontario · · Score: 5, Interesting

      My major beef with your ?defense?commentary? of the game industry is that I hear it constantly and it becomes a self-serving bias for execs. The more we accept "Hollywood-model" games and buy the next "$380B in development Rock'emSock'em XVII", or whatever, the more industry types that didn't come from a game-dev background feel like they should not innovate and make new games, but rather pour good money after bad with blockbuster prequel/sequel games. I guess what I'm trying to say is that MBA's sniffing after money appear to have transitioned from the film business to the game business and I think that's REALLY bad for the future of gaming.

    2. Re:Film Industry by brunes69 · · Score: 5, Interesting

      Well and now you point to the big difference between the industries. See, in the film industry, a RDJ or a Wheadon can make $30 million in 6 months on a blockbuster, and then spend the next 6 months working on smaller pictures, and even an indie or two, because they have money to do it with. Look at films like "Much Ado About Nothing" - an Amazing film, filled with A-list talent, received rave reviews at TIFF - yet, that movie is not going to make any money at all and I expect most of the actors were paid very little for their time. Which is fine, because no one who worked on it expected a giant payday. They did it because of the love of the craft.

        The game industry does not work like this because "the talent" does not get a big enough share of the profit - when was the last time you heard of a head creative or a head developer making 20 million on a game - it doesn't happen. If it did, then they would probably be financing more side projects, again for the love of the craft, and because it keeps them "fresh" as actors and directors.

      This is what really needs to be solved. It is not about changing the industry, it is about changing the compensation model. When people work 60+ hour weeks for a month or two to get BattleField 4 out on time, they should be getting a bigger piece of the pie than just their salary. There should be profit sharing involved. And key people - like the lead developers and lead creatives - should get a big enough share of that profit to motivate them and entice them to use it on other projects to keep them fresh.

  2. Soul? by Anonymous Coward · · Score: 5, Insightful

    The Game Industry doesn't have a soul. After all the failed DRM, the way they treat their developers and abandoning older game servers that many still use, it's clear they don't have a conscience or a soul.

    Let them their respective deities sort them out.

  3. Hey by The+Cat · · Score: 5, Insightful

    The people telling you the PC is obsolete and on the way out are trying to sell you its "replacement."

    The only problem is tablets and phones can't replace the PC for the same reason motorcycles and skateboards can't replace your car.

    Nobody wants to do real work on a mobile device. Stop pretending they do.

  4. Star Citizen by Anonymous Coward · · Score: 5, Interesting

    Cloud Imperium's opus-in-progress broke $23 million in crowdfunding this week: AAA independent production and PC-focused development. Works like this are injecting a renaissance of fresh air into the stale industry dominated by bug-dollar myopic publishers.

    Games in the nineties were innovative because the creative developers were calling the shots; garage operations flourished. Crowdfunding is making that model viable again with modern production values and PC gamers are in for a hell of a ride over the next decade.

    Long live disintermediation!