300°

Starfield Highlights a Major Problem With the AAA Game Industry

Video games -- particularly AAA video games -- have become too expensive to make. The intel from every fly on the wall in every investor's room is there is an increasing level of caution about spending hundreds of millions just to release a single video game. And you can't blame them. Many AAA game budgets mean that you can print hundreds of millions in revenue, and not even turn a profit. If you are an investor, quite frankly, there are many easier ways to make a buck. AAA games have always been expensive to make though, but when did we go from expensive, to too expensive? A decade ago, AAA games were still expensive to make, but fears of "sustainability" didn't keep every CEO up at night. Consumer expectations and demands no doubt play a role in this, but more and more games are also revealing obvious signs of resource mismanagement, evident by development teams and budgets spiraling out of control with sometimes nothing substantial to show for it.

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comicbook.com
franwex13d ago

It’s a question that I’ve pondered myself too. How are these developers spending this much money? Also, like the article stated, I cannot tell where it’s even going. Perfect example was used with Starfield and Spiderman 2.

They claim they have to increase prices due to development costs exploding. Okay? Well, I’m finding myself spending less and less money on games than before due to the quality actually going down. With a few recent exceptions games are getting worse.

I thought these newer consoles and game engines are easier-therefore-cheaper to make games than previous ones. What has happened? Was it over hiring after the pandemic, like other tech companies?

MrBaskerville13d ago (Edited 13d ago )

Costs quite a bit to maintain a team of 700+ employees. Which is what it takes to create something with state of the art fidelity and scope. Just imagine how many 3D artists you'd need to create the plethora of 3D objects in a AAA game. There's so much stuff and each asset takes time and effort.

That's atleast one of the things that didn't get easier. Also coding all the systems and creating all the character models with animations and everything. Animations alone is a huge thing because games are expected to be so detailed.

Back in the day a God of War type game was a 12 hour adventure with small levels, now it has to be this 40+ hours of stuff. Obviously it didn't have to be this way of AAA publishers hadn't convinced themselves that it's an arms race. Games probably didn't need to be this bloated and they probably didn't need to be cutting edge in fidelity.

franwex13d ago (Edited 13d ago )

Starfield’s animation and character models look like they are from Oblivion, a game that came out about 20 years ago. I cannot tell the difference between Spider-Man 2 and the first one at first glance. It’s been a joke in some YouTube channels.

Seven hundred people for 1 game? Make 7 games with 100 people instead. I think recent games have proven that it’s okay to have AA games, such as Hell Divers 2.

I guess I’m a bit jaded with the industry and where things are headed. Solutions seem obvious and easy, but maybe they aren’t.

MrBaskerville13d ago (Edited 13d ago )

@franwex
I'm not talking about Starfield.

And I'm not advocating for these behemoth productions. I think shorter development time and smaller teams would lead to better and more varied games. I want that, even if that means that we have to scale things down quite a bit.

Take something like The Last of Us 2. The amount of custom content is ridiculous if you break it down. It's no wonder they have huge teams of animators and modellers. And just to make things worse, each animated detail requires coding as well.

Just to add to animation work. It can take up to a week to make detailed walking animations. A lot of these tend to vary between character types. And then you need to do every other type of animation as well which is a task that scales quickly depending on how detailed the game is. And that's just a small aspect of AAA development. Each level might require several level designers who only do blockouts. Enviroment artists that setdress and lighting artists that work solely on lighting. Level needs scripting and testing. Each of these tasks takes a long ass time if the game is striving for realism.

Personally I prefer working on games where one level designer can do all aspects. But that's almost exclusively in indie and minor productions. It gets bloated fast.

Yui_Suzumiya12d ago

Then there's Doki Doki Literature Club which took one person to make along with a character designer and background designer and it's absolutely brilliant.

Cacabunga13d ago

Simply because they want you to believe it’s so expensive to develop a game that they must turn into other practices like releasing games unfinished, micro transactions and in the long run adopt the gaas model in all games..

thorstein13d ago

I think game budgets are falsely inflated for tax purposes.

Just look at Godzilla Minus One. It cost less that 15 million.

If they include CEO salary and bonuses on every game and the CEO takes a 20 million dollar bonus every year for the 4 years of dev time, that's 80 million the company can claim went to "making" the game.

esherwood13d ago

Yep and clogged with a bunch of corporate bs that has nothing to do with making good video games. Like diversity coordinators gender specialists. Like most jobs you have 20-30% of the workforce doing 80% of the work

FinalFantasyFanatic12d ago

I honestly think this is where a large portion of the budget goes, a significant portion to the CEO, then another large portion to the "Consultancy" group they hire. The rest can be explained by too much ambition in scope for their game, or being too inefficient with their resources available, then you have whatever is left for meaningful development.

rippermcrip12d ago

Who is upvoting this shit? They are counting a CEOs $20 million dollars 4 times for tax purposes? You have zero comprehension of how taxes work.

-Foxtrot13d ago

Spiderman 2 is so weird because the budget is insane yet I don't see it when playing

Yeah it's decent, refined gameplay, graphics and the like from the first game but it's very short, there's apparently a lot cut from it thanks to the insight from the Insomniac leak and the story was just not that good compared to the first so where the hell did all that money go to.

Even fixes to suits, bugs to wrinkle out and a New Game Plus mode took months to come out

Put it this way, the New Game Plus took as long to come out as the first games very first story DLC

FinalFantasyFanatic12d ago

I don't see it either, you have a good portion of the game already made if you reuse as much as you can for the first game, and based on the developer interviews, there was a lot of stuff they didn't implement. They also hired that one, currently infamous consultancy group, despite all this, I can't see how they spent more than twice as much money making the sequel.

Profchaos12d ago

There's so much more at play now compared to 20 or 30 years ago.

Yes tools have matured they are easier than ever to use we are no longer limited and more universal however gamers demand more.

Making a game like banjo Kazooie vs GTA vi and as amazing as banjo was in its day its quite dated an unacceptable for a game released today to look and run like that.

Games now have complex weather systems that take months to program by all accounts GTA vi will feature a hurricane system unlike anything we've ever seen building that takes so much work months and months.

In addition development teams are now huge and that's where a lot of the costs stem from the manpower requirement of modern games can be in the hundreds and given the length of time they spend making these games add up to so much more to produce.

Art is also a huge are where pixel art gave way to working with polygons and varying levels of detail based on camera location we are now in the realm of HD assets where any slight imperfections stand out like a sore thing vs the PS2 era where artwork could be murky and it was fine this takes time.

Tldr the scope of modern games has gone nuts gamers demand everything be phenomenal and crafting this takes a long time by far bigger studios.

We can still rely on indies to makes smaller scope reasonably priced games like RoboCop rouge city but AAA studios seem reluctant to re scope from masterpieces to just fun games

Mulando12d ago

In case of Spiderman license costs were also a big chunk. And then there is the marketing, that exploded over time and is mostly higher than actual development costs.

blacktiger12d ago

All lies and top industries owns by elite and lying to shareholders that these are the expensive and getting expensive.

+ Show (4) more repliesLast reply 12d ago
raWfodog13d ago

I believe that it is due to this unsustainable rise in production costs that more and more companies are looking to AI tools to help ‘lower’ costs.

northpaws13d ago

The use of AI is all about greed, even for companies that are sustainable, they would use AI because it saves them money.

Nooderus12d ago

Is saving money inherently greedy behavior?

northpaws12d ago

@Nooderus

It is if they don't care about the employees who made them all those money in the first place. Replace them with AI just so the higher ups can get a bigger bonus.

FinalFantasyFanatic12d ago

I don't believe we'll get better or more complete games, the savings will just get pocketed by the wrong people, I wish it wouldn't, but I don't have a lot of faith in these bigger companies.

KyRo13d ago

I genuinely believe it's mismanagement. Why are we seeing an influx of one person or games with a team no bigger than 10 create whole games with little to no budget? Unreal Engine 5 and I'm sure many other engines have plugins that have streamlined to many things you would have had to create and code back in the day.

For instance, before the cull, there were 3000 Devs working on COD alone. I'm a COD player but let's be real, there's been no innovation since 2019s MW. What exactly are those Devs doing? Even more so when so much of the new games are using recycled content

Sciurus_vulgaris13d ago

I also think higher up leads may simply demand more based on the IP they are working on. This could explain why COD costs so much to develop.

Tody_ZA13d ago (Edited 13d ago )

I've stated this in many other articles, but corporate greed, mismanagement and bloat and failing to understand the target audience and misaligned sales expectations as a result are the big reasons for these failures.

You'll see it in the way devs and publishers speak, every sequel needs to be "three times the size" of its predecessor, with hundreds of employees and over-indulgence. Wasted resources on the illusion of scale and scope. Misguided notions that if your budget balloons to three times that of the previous game you'll make three times the sales.

Compare the natural progression of games like Assassin's Creed 1 to 2 or Batman Arkham Asylum to City or Witcher 2 to Witcher 3 or God of War remake to Ragnarok and countless others. How is it that From Software continues to release successful games? Why don't we hear these excuses from Larian? These were games made by developers with a vision, passion and desire to improve their game in meaningful ways.

Then look at Suicide Squad Kill the Franchise and how it bloats well beyond its expected completion date and alienates its audience and middle fingers its purchasing power by wrapping a single player game in GAAS. Look at Starfield compared to Skyrim. Why couldn't Starfield have 5-10 carefully developed worlds with well written stories and focus? Why did it need all this bloat and excess that adds nothing to the quality of the game? How can No Man's Sky succeed where Starfield fails? Look at Mass Effect Andromeda compared to Mass Effect 3. Years of development and millions in cost to produce that mediocre fodder.

The narrative they want you to believe is that game budgets of triple A games are unsustainable, but it's typical corporate rubbish where they create the problem and then charge you more and dilute the quality of their games in favour of monetisation to solve it.

Tody_ZA13d ago

Obviously didn't mean God of War "remake", meant 2018.

Chocoburger13d ago

Indeed, here's a good example, Assassin's Creed 1 had a budget of 10 million dollars. Very reasonable. Assassin's Creed IV: Black Flag had a budget of 100 million dollars, within the same console generation! Even though BF was released on more systems, its still such a massive leap in production costs.

So you ask why they're making their games so big, well the reason is actually because of micro-trash-actions. Even single player games are featured with in-game stores packed with cosmetics, equipment upgrades, resources upgrades, or whatever other rubbish. The reason why games are so bloated and long, artificially extending the length of the game is because they know that the longer a person plays a game (which they refer to as "player engagement"), the more likely they are to eventually head into the micro-trash-action store and purchase something.

That is their goal, so they force the developers to make massive game maps, pack it boring filler, and then intentionally slow down your progress through experience points, skill points, and high level enemies that are over powered until you waste hours of your life grinding away to finally progress.

A person on reddit made a decent post about AC: Origins encouraging people towards spending more money.
https://www.reddit.com/r/pc...

I've lost interest in these types of games, because the publisher has intentionally gone out of their way to make their game boring in order to try and make more money out of me. NOPE!

Tody_ZA12d ago (Edited 12d ago )

@Chocoburger That's exactly right, nail hit on head. But this phenomenon doesn't just apply to the gaming industry. Hollywood is just as guilty of self destructive behaviour, if you look at the massive fall of Disney in both Star Wars and Marvel.

Even their success stories are questionable. Deadpool 1 had a tiny budget of $58 million but was a massive success with a box office of $780 million. The corporate greed machine then says "more!" and the budget grows to $110 million, but what does the box office do? It doesn't suddenly double, because the audience certainly didn't double for this kind of movie. The box office is more or less the same. Is Deadpool 2 twice as good as the first? Arguably not, its just as good, or maybe a bit better. It's production values are certainly higher. I wonder what the budget of Deadpool x Wolverine will be.

Joker had a budget of $50 to $70 million, and was the greatest R rated success in history, and now its sequel has a budget of $200 million!!! Do they think the box office is going to quadruple?? Are movies unsustainable now?

My argument is that obviously we want bigger and better, but that doesn't mean an insane escalation in costs beyond what the product is reasonably expected to sell. There needs to be reasonable progression. That's the problem. Marvel took years and a number of movies to craft the success of Avengers. Compare that to what DC did from Man of Steel...

Back to games, you are exactly correct. They drown development resources and costs into building these monetisation models into the game, but you can't just tack them onto the game, you have to design reasons for them to exist and motivations for players to use them, which means bloat and excess and time wasting mechanics and in-game currencies and padding and all sorts of crap instead of a focused single player experience.

anast13d ago

Greed from everyone involved including game reviewers, which are the greedy little goblins that help the lords screw over the gaming landscape.

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100°

It Looks Like Kerbal Space Program 2 Dev Intercept Games Has Been Shut Down

Intercept Games, the developer of space sim Kerbal Space Program 2, appears to have been shut down by parent company Take-Two.

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techraptor.net
mkis00718h ago

This year is starting to look like it's going to have an infamous nickname at some point in the future.

160°

Take-Two Interactive is closing two studios, including Rollerdrome developer Roll7

As part of previously-announced layoffs, Take-Two Interactive is closing Intercept Games and Roll7.

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windowscentral.com
LucasRuinedChildhood1d 15h ago (Edited 1d 15h ago )

I loved Rollerdrome and was looking forward to a Rollerdrome 2. 😐

Don't want to be melodramatic but as far you can be upset over video-game news ... bit heartbroken.

I feel like there's a trend of well made games like this going largely ignored by the gaming audience. It's quite frustrating. I hope the devs form a new studio but I suppose they'd have to start again from scratch.

JEECE1d 13h ago

"I feel like there's a trend of well made games like this going largely ignored by the gaming audience."

Yep. I'd love to know how many of us actually bought this game, rather than just getting it on Gamepass or PS Plus. Probably a shockingly low number. Steam concurrents topped out at 419.

I know it's anecdotal, but when I think of my favorite indie games, I still largely think of titles that came out in the 2009-2015 range. Maybe with less competition it was easier to stand out then, but I just felt like at that time there was more recognition of the really great indie games that were worth your time.

senorfartcushion1d 11h ago

Plus would have gotten them some extra money.

TheLigX1d 15h ago

Olliolli 2, olliolli world and rollerdrome are some of my favorite indies of all time. This industry is disgusting lately.

solideagle1d 15h ago (Edited 1d 15h ago )

it's not industry's fault, it's the consumers fault. Audience just wants to play shooter/Battle Royale etc...

Christopher1d 13h ago

No. It's the publisher's fixation on profit margins. They only want the most profitable of products. It's greed.

Inverno1d 13h ago

I wouldn't blame consumers entirely either. If shooters and Battle Royal is all we're given then it's all we've got to buy. If the AAA industry wouldn't follow trends so obsessively it'd be better varied.

JEECE1d 13h ago

There is fault to go around. Some of it is on consumers for sure. We whine constantly about live service games, but then we play them anyway and ignore better smaller titles.

But publishers and platform holders bear some responsibility too. You hear stories come out from indie devs who had big hits in the late PS3/360 to early PS4/XONE window who can barely move units now, and some of that is definitely failure to advertise and poor discoverability. During that era I felt like I reliably heard about the worthwhile indies, and now I don't.

Then there is the game pass effect (and PS Plus to a lesser extent). So many consumers have now been trained to expect to get indies with their subscriptions, they don't want to pay $20-$40 for them anymore.

ZeekQuattro1d 11h ago

When voting with one's wallet goes wrong. I prsonally have no problem with AA or indie games. Often times those are some of the best experiences to be had in gaming. Unfortunately a lot of gamers thumb their noses at indies however. There are success stories but there are just as many casualties or at least it feels that way sometimes.

LordoftheCritics1d 7h ago

It's the game.

Was fun for 10 minutes

JackBNimble1d 6h ago

Has anyone actually taken a look at the economy? If you're really looking to blame someone for layoffs and closers, then maybe blame the people at the top making the bad decisions tanking the economies.
It's like some of you live in a little bubble oblivious to what's going on around the globe.

TheLigX9h ago

Hey there big business shilling homie… the game was very profitable.

+ Show (4) more repliesLast reply 9h ago
Gamble201d 15h ago

If the games made money the studios wouldn’t be closing. Blame consumers for not supporting “indies”

TheLigX9h ago

The games were profitable, you ding dong.

Killer2020UK1d 13h ago

I've got to disagree with the comments blaming consumers. Yes that is a part of it but by and large the money men are closing studios and sacking staff to increase profitability. Let's not forget the obscene salaries they're on compared to the people who actually make the games. Take 2 are not short of cash, this didn't have to happen.

JEECE1d 13h ago

The thing is, some of the Indie devs closing are really independent. In other words, we can blame Take 2 here, but who can we blame other than the consumers when a fully independent dev shuts down because their games aren't selling? There is an answer to that question, it just isn't greedy publishers, even if they are the most fun to blame.

CantThinkOfAUsername1d 4h ago (Edited 1d 4h ago )

Last year, Take-Two president and CEO both got paid 72M combined as a bonus. They could have paid the 600 employees they laid off 60K a year and still get half of that (36M). Strauss' compensation alone is 578:1 compared to a T2 employee's.

TiredGamer1d 8h ago

We created the industry by our purchasing decisions/actions. The industry is slowly imploding. At some point we may be left only with safe mainstays (COD, Fortnite) and franchise/movie tie-ins (Indiana Jones, Spiderman, Batman, Star Wars), along with a contingent of very low budget indie stuff if it can turn a profit.

Sad.

+ Show (1) more replyLast reply 9h ago
notachance1d 14h ago

ah damn, I loved olliolli series

monkey6021d 14h ago

I loved Olli Olli.

I wanted to like Rollerdrome a lot more than I actually did. Shame about the studio though

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300°

Starfield’s largest update since launch is coming on May 15

Bethesda has announced the release date for the biggest Starfield update since launch, which will bring map improvements, Xbox graphics options, and more.

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bethesda.net
Zeref2d ago (Edited 2d ago )

40fps and 60fps modes on Xbox is huge! Honestly didn't think it would be possible.
Too bad it wasn't there at launch but this and land vehicles definitely gets me way more excited to jump back in when Shattered Space drops.

darthv722d ago

Very nice. I will jump back into it at 60fps like I did with Fallout.

helicoptergirl2d ago

The real thing here is... why didn't they have 60 FPS at launch?

I remember so many people defending them saying that it must not be possible to have 60 fps for that game. So many people defending Bethesda. Saying its too hard for 60 fps. I hope a "journalist" goes back and looks at all the excuses made for Bethesda releasing only 30 FPS. Go back and look ath all their excuses and the fans' excuses and do a write up of it all. Bethesda keep messing up and getting a pass imo.

Releasing 60 fps now for this game is simply not good enough

I'll tell you one thing, if I had bought and played Starfield at launch on Xbox SeriesX I would be so damned angry right about now.

Futureshark1d 19h ago (Edited 1d 19h ago )

I remember Phil Spencer announcing that Starfield was to run at 30fps as a 'creative decision'.

https://www.purexbox.com/ne...

This is one of the reasons why I'm no longer a Xbox fan, yet another example of Mr Spencer treating the public and their customers as idiots, feeding them basic marketing bullsh!t that anyone can actually see straight through.

And now their is an update over 6 months later to that game that has since lost all it's momentum it had at launch that not only improves performance but apparently adds all the QoL fixes that should have been there at launch (city maps for example).

What a load of baloney, going to wait until all this customer beta testing is finished and will get it on PS5 when on sale.

LordoftheCritics1d 13h ago

60fps loading screen is still a loading screen.

obidanshinobi1d 16h ago

"40fps and 60fps modes on Xbox is huge! Honestly didn't think it would be possible."
Really? Have you played Starfield on the Series X ? It's not really a looker, many parts of it look very last gen, there's no doubt a base Xbox One could run it at 30fps if they toned down the resolution and some of the detail.

There are already better looking open world games that run at 60fps like Cyberpunk 2077, on the Series X.

The Series X could easily run Starfield at 60fps, it's just the developers couldn't be arsed to prioritise it.
Seems to be a recurring problem within Xbox Studios, Redfall and the upcoming Hellblade 2 are other examples.
And let's not forget that Aaron Greenberg tweeted in 2020 (around March I think) that 60fps would be the standard for the Series consoles.

Zeref1d 13h ago (Edited 1d 13h ago )

I'm not sure what game you've been playing but the Starfield I've been playing looks amazing. Only the characters don't look that great but everything else looks amazing.

Goosejuice1d 10h ago

I don't think he said starfield looks bad, cyberpunk looks better though and has wayy more going on. There was no reason for starfield to be 30 fps. It was an unfinished game when they released it. You could tell just with the maps..how do u release a game with the maps they had for cities? In was terrible.

Tacoboto2d ago

Way to bury the best news here! Thanks Zeref for already sharing.

"You can now select your own frame rate target for Starfield if you're on a VRR display, allowing you to choose between 30, 40, 60, and Uncapped."

I'm glad I've waited to finish it. The PC version with frame gen feels great but I'll happily play it on my Xbox again away from my desk

darthv722d ago

I just started fallout 4 for the first time and did so because of the new patch that was released. I play it in performance mode from my SX through my g cloud and it works really well. I plan on doing the same with this one when it drops.

Snookies122d ago (Edited 2d ago )

What happened to the 30 FPS lock on consoles being a "developer choice"? I refused to touch it on console because of that. I honestly got pretty bored of the game after about 15-20 hours, but maybe I'll go back after a lot of updates. Still sad to see things like the map being fixed, and FPS options that should have been there in the first place. Being added in so much later.

darthv722d ago

the 30fps lock was the developer choice because they could not get 60 to be consistent (at that time). They could have offered 40fps as a trade off but I guess they were wanting to do more work to get 60. And now they got things working to support both 40 and 60 (on the SX) so you can rest easy now and enjoy it.

helicoptergirl2d ago

That isn't good enough. Other devs work hard and launch with 60 FPS. But it's Bethesda right? They always get a pass

Neonridr1d 15h ago

@helicoptergirl - so either have something available at launch or don't improve a game moving forward.

That's quite the rationale you got going on there.

Eonjay1d 15h ago

It seems pretty obvious just looking at the game that expecting it to run at 60 should definitely be achievable. We saw a similar thing happen with Redfall and now with Hellblade. The games are being pushed out too early. Its great that they are now getting 60 FPS... I can saw for sure that this makes me a lot more likely to buy the game when it comes out on PS5.

romulus231d 13h ago

That's not a "developer choice" it's a developer incapability and a parent company not willing to wait eight months for them to become capable. No one should "rest easy" when they have to wait upwards of a year for developers to deliver on promises they made. They had plenty of resources being under Microsoft's umbrella, there's no excuse for them not getting a consistent 60 (at that time).

+ Show (1) more replyLast reply 1d 13h ago
Lightning772d ago (Edited 2d ago )

I agree 100%. These devs need to be up front about why console is 30. In fact I don't believe for a second HB2 was a dev choice but ran out of time. Despite having plenty of time already.

Makes no sense how much dev time does a game need to be in a pipeline in order to be 60 at launch? Even after delays its still 30. MS needs to get this sorted out with their next batch of games but I doubt they will. I think Indy might be 30 despite it being another linear experience and Avowed might be as well going by MS feature incomplete track record.

Tacoboto2d ago

I'm confident with Avowed and Indiana both being 60.

Avowed has the 60fps gameplay footage, after their commitment to do better after Redfall.

Indy's footage is 60fps too and runs on id Tech.

chicken_in_the_corn1d 5h ago

Because it was exactly that. Their choice.

andy852d ago

Remember all the excuses from 'fans' about why 60 fps wasn't possible on Xbox consoles. It obviously was they just couldn't be bothered.

CobraKai1d 23h ago

Im still hoping for the landing cutscenes for previously visited planets

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