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Designers of last year’s Marvel’s Spider-Man 2 used the processing power of the PlayStation 5 so Peter Parker’s outfits would be rendered with realistic textures and skyscraper windows could reflect rays of sunlight.

That level of detail did not come cheap.

Insomniac Games, which is owned by Sony, spent about $300 million to develop Spider-Man 2, according to leaked documents, more than triple the budget of the first game in the series, which was released five years earlier. Chasing Hollywood realism requires Hollywood budgets, and even though Spider-Man 2 sold more than 11 million copies, several members of Insomniac lost their jobs when Sony announced 900 layoffs in February.

Cinematic games are getting so expensive and time-consuming to make that the video game industry has started to acknowledge that investing in graphics is providing diminished financial returns.


It was clear this year, however, that the live service strategy carries its own risks. Warner Bros. Discovery took a $200 million loss on Suicide Squad: Kill the Justice League, according to Bloomberg. Sony closed the studio behind Concord, its attempt to compete with team-based shooters like Overwatch and Apex Legends, one month after the game released to a minuscule player base.

“We have a market that has been in growth mode for decades,” Ball said. “Now we are in a mature market where instead of making bets on growth, companies need to try and steal shares from each other.”


Ismail is worried that major studios are in a tight spot where traditional games have become too expensive but live service games have become too risky. He pointed to recent games that had both jaw-dropping realism — Avatar: Frontiers of Pandora (individual pebbles of gravel cast shadows) and Senua’s Saga: Hellblade II (rays of sunlight flicker through the trees) — and lackluster sales.

  • Ulrich@feddit.org
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    12 hours ago

    “design by committee” approach that large studios are using

    They don’t have to use that.

    This kind of game can only exist as a solo or very small team project.

    That’s just very clearly wrong.

    You can not generate the kind of money that large publishers and studios need to survive with little Indie games.

    Wrong again. If anything, only large publishers can lose the kinds of money that they sometimes do.

    • DdCno1@beehaw.org
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      10 hours ago

      Okay, I’ll bite: Since I’m very clearly wrong about everything, show me a large studio that doesn’t use the design by committee approach, makes small games on Indie budgets and survives on that.

      • Ulrich@feddit.org
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        4 hours ago

        You’re wrong because of the specific words you’re choosing to use. Even if they aren’t, it doesn’t mean they can’t.