Comment by badc0ffee
Comment by badc0ffee 4 days ago
> This is very evident in the AAA games industry, which is facing a 10x downturn in funding, abysmally bad (negative) ROI, and exhausted growth engines because it shaped itself around what players would consume for years, ignoring what they actually wanted. And the players got tired[0].
My takeaway from that presentation is more that:
* Games cost more to make but there is resistance from players to pay more
* A number of growth areas (mobile, social gaming, displacing other forms of media, battle royale) are exhausted
* A lot of attention in China is moving to Chinese-made games
* The marketplace is overcrowded with titles
* Gaming is more social now, so a significant number of users are sticking to the same big 5/10 games where there friends are, which leaves even less room for the zillions of new games to gain traction.
I think the industry had a role in this, namely in locking people in to games, and simultaneously overspending on and underpricing games. But I'm not getting the sense (at least from this presentation) that the new games that are coming out aren't what users want.
> Games cost more to make but there is resistance from players to pay more
It's a little bit more involved than that. Games don't have to cost much more to make, they just are due to declining quality of leadership and poor executive decisions. It's more like, "AAA studios are running their budgets up (arbitrarily, usually not driven by any customer request or engagement)" and "players are resistant to paying for that".
"Clair Obscur Expedition 33" literally just came out a few days ago. It's gorgeous high-fidelity AAA-like art, it's super well done, it's incredibly well received, and it's retailing at $50 ($60 for the 'Deluxe Edition') at launch (not including current steam sale). It's doing great, because they made a great product, kept to a reasonable budget, and sold it at a reasonable price. Oblivion also just got a remaster at the same pricing by Virtuos, and it's doing really well. Baldur's Gate 3 is also another example, amazing title, AAA quality graphical fidelity, $60 launch pricing (digitally on Steam & GOG, anyway).
Compare that to something like Ubisoft's "Star Wars Outlaws", which was $70 digital base ($130 Deluxe Edition) at launch. Yes, it's high-fidelity and AAA-like too, but it's very much not well done, it's not well received, and it's arbitrarily super expensive on top of all of that.
Games don't just "cost more to make" automatically, it's mostly not based on inflation or underlying costs. AAA studios are increasingly more mismanaged (or just demanding higher margins) than they did before, and that mismanagement is impacting their cost structures. Instead of fixing those mistakes, companies are expecting players to just forever eat those additional costs.
If the game is really, really good, they might get away with it. (Nintendo, probably). If their games aren't that good, players are going to walk (Ubisoft).
It's not "the market is saturated". It's not "the market is overcrowded". It's "the market is competitive and expects quality", you can't just shove a half-baked only-ok game at high pricing, and expect it to be a success.