In short:

  1. Increased graphical fidelity means that you need more people to create the same scene. By way of a source of his, he gives the example of a scene from Final Fantasy IV and how many people with specialized roles it would take to create the same scene in modern graphics compared to back in the 90s.
  2. Larger team sizes means communication takes longer. For everything. No longer just one studio but multiple studios in multiple locations and time zones working on the same game.
  3. Scopes are bigger. Players are expecting more, whether that’s more hours of content for your dollar or more reflective puddles. May become a vicious cycle as this means you now need to make your game appeal to more groups of people in order to justify your larger costs from this and other areas.
  4. Technical challenges; changing game engines or platforms over time. If you need to upgrade your engine so that it supports outputting to a console that came out while you were developing the current game, it affects more than just the version that ships on that new platform. Or any other way a game might need to upgrade to support some ambitious new thing the game is trying to do.
  5. Covid happened in the not-too-distant past, and everyone had to change how they work on a dime.
  6. Mismanagement, though a bit too umbrella of a term. He feels the number 1 reason is managers deciding every game needs to be a live service, not playing to the developers’ strengths. He also cites shifting timelines by 6 months at a time instead of actually evaluating how much time the game really needs; upper execs not being decisive about a direction for a studio while the studio is strung along for months before minds are changed; short-sighted layoffs between projects breaking up team chemistry; etc.
  • ampersandrew@lemmy.worldOP
    link
    fedilink
    English
    arrow-up
    1
    arrow-down
    3
    ·
    5 hours ago

    That’s a little tangential though. When I’m saying (and Schreier is saying) people are expecting more, they’re expecting Spider-Man or Assassin’s Creed to last longer than 10-15 hours. Someone else already made Minecraft.

    • emeralddawn45@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      1
      ·
      5 hours ago

      You’re missing the point. Spiderman and assassins creed have already been made too. And people are tired of buying ‘that game you played last year but shinier and laggier and with 500 more meaningless fetch quests and collectibles to find’. Game companies will likely continue to refuse to realize this and actually innovate though, and will continue to throw more money and more people at their dying IPs with increasingly diminishing returns.

      • ampersandrew@lemmy.worldOP
        link
        fedilink
        English
        arrow-up
        2
        arrow-down
        1
        ·
        4 hours ago

        Both Spider-Man 2 and Assassin’s Creed Shadows sold multiple millions of copies and made a substantial profit. They sell to the kind of the person who only buys 1-4 games per year, which is the largest segment of the market.