Linkzg said:
ok, think about a popular recent situation in films where this has happen. It is only a single case and I'm not saying it is for everyone, but James Cameron's situation is basically that. 1997 he released Titantic, it was a huge hit (to say the least) and then he went off and did other things. There was that TV show, some documentaries, and so on. I'm not sure of the exact date when production began, but Avatar is released in 2009, 10+ years after the last "blockbuster" film he's done and again is very successful (again, an understatement).
Absolutely, there are examples of this. Seminal authors do this as well. If J.K. Rowling waits ten years before she writes another book, she'll still get a multimillion pound advance.
On the other hand, if Jonathan Safran Foer or Douglas Coupland or another author who is successful but not multi-billion-dollar-successful walks away for a few decades, they probably wouldn't have the same kind of leeway.
You see it more often with actors and musicians than directors, frankly.
gerg said:
Can a mid-tier developer release a game that competes directly with Modern Warfare 2 at a lower budget, and still turn a profit? I don't think so. (And, of course, it's like asking if anyone can compete with Avatar without spending $300 million and twelve years to develop the necessary technology. The difference, of course, is that whereas the values that propelled Avatar is very much an exception within the film industry, I think that they're much more the par for the gaming industry.)
It sort of depends on what you consider "compete with" to mean. Starbreeze released The Darkness, Monolith released Condemned 1 and 2, Section 8 just got released... Metro 2033 is about to be released. There's budget stuff like Shellshock and Soldier of Fortune which were both terrible games but apparently justified their production costs. Rebellion just released Aliens vs Predator. On the PC, stuff like Necrovision and Cryostasis comes out every year, profitably.
There's no shortage of single player / multiplayer FPS games. I could repeat the same comparison for third person shooters or open world sandbox games or whatever else. I'm not sure how many of those projects were profitable and how many weren't, but it seems to me that low budget stuff that's under the same umbrella as blockbuster stuff. It appears to be in what I'd assume is direct competition, and it appears to work well enough that it continues to be made.
Did you mean to quote me here, or Kittonwy?
Kittonwy is on my ignore list, along with most of the other terrible posters on GAF. If you'd like a copy of my ignore list feel free to PM me, makes the forums a much better place.
I mentioned that to you because I think there's a danger of paying more attention to Rubin's specific experience than the general trend of the industry. His experiences are not the rule of people leaving major developers or publishers to strike out on their own.
In any case, the central thought experiment isn't to do with whether or not someone like Rubin could get back into gaming, but if people like the core developers at Naughty Dog could break up tomorrow, disband their team, and find a handful of publishers willing to court them and let them start a new independent development studio.
I absolutely believe that they could. Mainly because this kind of thing has happened a half-dozen times this generation.
1) Certain Affinity splintered off from Bungie and got a ton of gigs in their first five years.
2) Airtight, like I said, splintered off FASA.
3) The BioShock team split into two with both halves getting their own 2K studios.
4) Chair spun off, like I mentioned.
5) Eat Sleep Play and Lightbox Interactive both spun off of Incognito Entertainment--which functionally folded--and got contracts with Sony.
6) Propaganda spun off from EA Canada and walked into a deal with Disney.
7) EA formed Armature Studio for a handful of senior creative personnel from Retro Studios.
8) Platinum Games got a 4+ game deal with Sega after the key members from Clover formed the studio when Clover got shut down.
9) Sakurai walked from HAL, started a holding company, and a few years later Nintendo gave him his own studio.
10) tri-Crescendo is a spinoff company of tri-Ace that initially got sound design contracts for a few years until eventually they got to do their own games, of which Fragile and Eternal Sonata are two you might recognize.
11) Key folks from the Henry Hatsworth team at EA walked and formed DreamRift. They haven't announced what publisher if any they're going to work with, but I'll bet dollars to donuts they get one no problem.
12) Yuji Naka left Sega and formed Prope and got a publishing deal with Sega despite the fact that his game was pretty much the least commercially viable project greenlit in the last decade...
... how many examples does it take? That's a dozen from the last decade where name list people walked away from their major studios and were given / allowed to form studios to make the games they wanted.
To say nothing of the fact that Bungie as a company basically decided "okay, we want our independence" and literally bought themselves out from Microsoft... and they'll have a publisher for life because no product they put their name on is going to be denied a publisher.