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Path: ...!Xl.tags.giganews.com!local-3.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Sat, 19 Oct 2024 18:20:19 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Sony: Blockbuster Games Are "A Death Sentence" Date: Sat, 19 Oct 2024 14:20:20 -0400 Message-ID: <56s7hjljk54fnbeph1bhfp4hli3cd8dto1@4ax.com> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 84 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-0ANt2U/Vxm8dPXN+0VnanX6yN14rpU4rxn3ypblUz4s9GHdARUWfwd1IuwuPDlkGO6PLkEKlbdP10fP!VN55v1mLXp1z2Yn5mas8C/srtpvpmLT0YbVVAuQ/Dnz7oR9Q7ew9EuYzGjOUTawd2bWtAxXA X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 5414 Sony's famous for a lot of things, and one of those is their big, impressive AAA games. Say what you like about the company but their exclusive titles like "God of War" or "Spiderman" are quality products (even if not necessarily to everybody's taste). They're often designed to show off what Sony's Playstation hardware (and later, PC ports) can do if pushed to the limit, and backed with a sizeable budget. But even Sony recognizes that sole reliance on this type of game is ultimately a 'death sentence' for any publisher.* Those games are just too expensive to develop (especially if you don't have Sony's resources and aren't using the games as loss-leaders to move your hardware). Worse, that immense price-tag is stifling the industry because -when hundreds of billions of dollars are on the line- you aren't going to take any chances innovating; instead, you're just going to produce pabulum which appeals to the largest market and offends the least. This is fine in the short term, but in the long run it's going to leave you behind the nimbler, risk-taking companies who aren't so paralyzed by their vast wealth that they can better adapt to changing tastes and trends. Which isn't to say that AAA games are a dead and dying breed, but for too long the AAA companies have only focused on the BIG BIG games, ignoring smaller, more esoteric titles. A successful company -- one that looks beyond next quarter's returns-- needs a mixture of games or it starts to stagnate. And we've seen this with Ubisoft, and ActiBlizz, and Bethesda (and to a slightly lesser degree, EA), who have so focused on big-name, easily monetized AAA games designed for years-long 'live service' campaigns. Sure, those games are popular (and profitable)... but they're all becoming pretty 'samey' too. They're safe bets for customers, but they generate less and less excitement with every release. Meanwhile, smaller publishers are increasingly attracting gamers' attention with their less-expensive, more daring titles. The AAA publishers aren't in any danger of dying out soon --their warchests are just too big-- but if they stick only to AAA-sized games, they're going to slowly become more and more irrelevant to the market. They need to invest more in smaller games, with new IPs and new ideas. Which isn't really that new an idea; a lot of people have been pushing this idea for years. But it's good to see that maybe -just maybe!- this thinking is finally starting to percolate up in the C-levels of this mega-corporations. And sure, creating new games can be extremely risky. The team might not be able to fulfill their vision, or might be beat to the punch by some other game, or some minor flaw might be inflated by the audience into a game-killing issue. That's why you make _smaller_ games that won't consume so much money and resources; games that you can get results on quicker, without expending so much time. But it's necessary for the overall health of the publisher and the industry at large, and it's damn past time the AAA publishers started recognizing this. [Shawn Layton doesn't mention this, but smaller games with shorter development cycles would probably also alleviate the necessity for mass layoffs after a big game completes, because rather than laying off all those artists while the years-long pre-production and programming for your AAA game takes place, you can just shift them all over to a smaller project.] Layton also makes some other interesting points: for instance, the insistence that titles have mass-appeal world-wide (with particular focus on the West) instead of making games that might be popular just in certain geo/political regions. "Look at the markets [in other regions], they're growing, the economies are robust. There's more disposable income. You can make a great game in Indonesia for that market." says Layton. Again pointing to how a focus on just big AAA games is leaving money on the table. Anyway, it's an interesting conversation. What do you think: would the industry be better served with AAA publishers changing focus, or do you think they should just stick to the tent-pole games they're famous for? * technically, former Sony exec Shawn Layden https://www.gamesindustry.biz/shawn-layden-aa-is-gone-and-thats-a-threat-to-the-ecosystem-going-forward