Executives Scared Of Risk, Rather Play It Safe - News At 11

karmakid

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Sep 11, 2013
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"It's harder to take risks," said Martin Sibille, a vice president at Tencent Games who previously spent 15 years with Electronic Arts Inc.
Top titles can cost up to $300 million to develop — the same as a blockbuster movie. And just as the film industry loaded up on superhero pictures, video-game makers are relying on well-known franchises as budgets balloon, according to executives at some of the industry's top companies.

"The video-game industry has not grown to accommodate budgets," said Saxs Persson, a vice president at Epic Games. "You're going to get things that people perceive as being safe. Nobody wants to play safe. Nobody says, 'This is a good, predictable game.'"

Investors have other options, such as a platform where users can make their own games — like Roblox Corp. or Epic Games' Unreal Editor for Fortnite — because, for big-budget games the "hit rate is too low, it's too unpredictable, it's too long-range, and too many things can go wrong, not right," Persson said.

Indie publisher Devolver Digital Inc. is one of the few firms that hasn't rethought its approach amid the pressure in the industry. The company works with game budgets in the $1 million to $5 million range, like hits Cult of the Lamb and Hotline Miami.

"Our strategy is to weather what's going on right now," said Chief Marketing Officer Nigel Lowrie, who says small developers haven't failed the company yet. "The risks are still there, but they're not so high that it's cataclysmic."

At the conference, one studio head's stark diversion from the trend generated praise from peers. Larian Studios founder Swen Vincke told attendees that his company won't make another sequel to last year's hit Baldur's Gate III. The Dungeons & Dragons-themed game will be the last in the series.

"We want to do big, new things," Vincke said on a panel. "We don't want to rehash the thing that we've done already."
 
Yeah, I'd like to see things that have customization or are mod friendly. I'm a total sucker for character designers and literally still play City of Heroes.


I also wonder if some customization could include an A. I. Assist. For example, if a player has a general concept of a level that could be a cool idea, but without making them literally model it or design it themselves wich could be a insanely time consuming.

EDIT: And make the customizable levels or characteristics, shareable in a kind of online hub. Maybe through steam or the game itself.
 
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Maybe they should focus why budget balloned.

How about, save money on cutscenes , use simple comic slideshow style panels.
Reuse asserts. Share assets. There is no need to remake London or New York for every new game.

Have people that understand budget and schedule.

Have official social media account and only have them engage with public . Tell their employees to focus on work and not argue and waste time on social media with people and more important potential customers okay internet.

I am NOT allow to post anything on my company behalf or even allow to use social media while at work. For reasons, gen dev seems to spend too much time on coaxial media and arguing with people.

Plan and make sure gameplay is solid before proceed I stead of throwing everything on the wall and hope they sticked. There are reason you never had a bad Zelda or Mario. They follow strict design guidelines and procedures.
 
They say they want "less risk", but they constantly chase live service model games that are much more expensive to make and much more risky.

Stop trying to make the next big live service game and make a fun game with a good gameplay loop.
 
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Maybe they should focus why budget balloned.

How about, save money on cutscenes , use simple comic slideshow style panels.
Reuse asserts. Share assets. There is no need to remake London or New York for every new game.

Have people that understand budget and schedule.

Have official social media account and only have them engage with public . Tell their employees to focus on work and not argue and waste time on social media with people and more important potential customers okay internet.

I am NOT allow to post anything on my company behalf or even allow to use social media while at work. For reasons, gen dev seems to spend too much time on coaxial media and arguing with people.

Plan and make sure gameplay is solid before proceed I stead of throwing everything on the wall and hope they sticked. There are reason you never had a bad Zelda or Mario. They follow strict design guidelines and procedures.


Sadly I've seen countless games get ripped to shreds for using lower budget style cutscenes. (Redfall one of the more recent big games)
I don't like them but just go back to forced walking cutscenes to save on money.
 
They say they want "less risk", but they constantly chase live service model games that are much more expensive to make and much more risky.

Stop trying to make the next big live service game and make a fun game with a good gameplay loop.
I was going to say they say things like this then build games in tested IPs that gamers don't want. Even worse is despite them shouting this from the roof top every chance they get, they still ignore their communities.

Even games that are successful they run into the ground with terrible decisions and poor support.