• Snickeboa@lemmy.world
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    14 days ago

    Well, of course smaller studios can charge less for their product in order to make a profit. Their expenditures has to be a lot less, and hence they need to make less money to make a profit.

    • Frezik@lemmy.blahaj.zone
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      14 days ago

      Large studios could make smaller games. Fund 10 games for the price of 1 big one. Expect at least one or two to be absolute gangbusters.

      • Katana314@lemmy.world
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        14 days ago

        That might not quite be true. You can’t have 1000 people make Hollow Knight overnight. It’s like the old adage of 9 mothers making a baby in one month.

        The closest thing would be to split the studio internally into 10 small teams, and have them each make a game over a long period of time; maybe that’s what you were implying.

        • MufinMcFlufin@lemmy.world
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          14 days ago

          The latest Call of Duty game, Blacks Ops 6, is estimated to have a budget between $450,000,000 and $700,000,000. 1/10th of that budget ($45M to $70M) is still more than the entire development budget for The Witcher 3 at $35,000,000. The only thing they would likely need to cut back on is their marketing budget of $35,000,000.

          You could probably make a hell of a lot of AAA games for the same price as GTA 6.

        • Frezik@lemmy.blahaj.zone
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          14 days ago

          It’s what indie games already are. Following Sturgeon’s law, 90% of indie games are garbage. We venerate the 10% that aren’t.

          • spankinspinach@sh.itjust.works
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            14 days ago

            This is an interesting point. With the decline in AAA game quality over the past… 5 (?) years, i wonder what percentage of them are garbage vs not. Because IMO, I’ve seen very very few that even twinkle, let alone shine, and i love blockbusters (though 2025 is shaping up wonderfully)

    • Brave Little Hitachi Wand@lemmy.world
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      14 days ago

      I have to assume that also, it’s a game that is definitely not for everyone, and the price reflects that. If I only got as far as I have in 5 hours and decided to give up, I’d have been sore about $40. As it is I’m going to spend a lot more time with it and I’m already happy with how much entertainment I’ve got for my money.

      • spankinspinach@sh.itjust.works
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        14 days ago

        This is me too. I took a bit longer than expected to get back into the flow of HK (sequels amirite?), but once I did… I’m obsessed lol

    • shiroininja@lemmy.world
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      14 days ago

      Not to mention it’s a smaller game. And people will point to that it took 6 Years to make. It really shouldn’t have taken 6 years to make it. What were they doing, working one guy to death on it?

      • MufinMcFlufin@lemmy.world
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        14 days ago

        In my experience, most people who complain about the length of time it took to develop something like a game have no experience in relevant fields and don’t understand how long it really takes to do the bare minimum for even a 30 hour game experience, much less to make it a quality experience.

        I could hammer out a “game” with dozens of hours of “content” in a week that perhaps a single digit number of people will buy before immediately requesting a refund. Making something good is what takes time. It involves a lot of steps of going back, seeing what works and what doesn’t, revising, and reiterating.

        Breath of the Wild by comparison also took about 6 years to make with a team of 300 people. Silksong apparently was developed by a team of 3. While I doubt they were living the high life the entire 6 years, I also have doubts they were working each other like slaves. Therefore I believe they were likely working at a more normal pace for game development, and it simply takes that long to make a quality experience.