• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

How will the gaming industry stem rising dev costs?

i don't think it will change much from how it is now. Big publishers that can afford AAA budgets and smaller studios that differentiate themselves with novel ideas.

Also big communities that are built around MP games.


I mean: dev studios that can't afford AAA budgets can't afford them. Their games will simply be smaller in scale be that in terms of graphics or content or Ai or whatever.
 
People just don't have the money to spend on games and hardware that they once had, so it's no surprise that so many companies are having to shutdown. It's sad but it's the reality of the world we live in atm :(
 
They need to find ways of making more content for less money, such as randomised levels.

What I expect to happen is that next-gen single player titles become even shorter from 5-6 hours to 2-3 hours for the maximum number of explosions possible.
 
in my dream world all the Wii U games will cost $50 since it doesn't seem to be a huge leap but I know they won't

Given Nintendo's approach with the Wii, I suspect that they themselves at least will price things tactfully; it remains to be seen if third parties embrace that pricetag, try to push $60 anyway or - worst - try to push $60 and then lament the fact that Nintendo is undercutting them.
 
Maybe better technology to make games? It's much easier now to make a film than it was decades ago. If the same thing happens for games we can have good games again that aren't made for gamers with the lowest iq and shortest attention span.
 
We'll just have less mediocre studios.

But more mediocre games, ha!

We are not on a good path. The industry doesn't know what it is doing. They will just continue doing what they are doing this generation except more. More graphics, more attempts to hurt used games, more attempts to control consumers. I don't see the big guys licensing UE4 or Cryengine when it just makes more sense to build their own engines.
 
smartphone-and-tablet.png
 
A little while ago there was a thread quoting some developer who said they just had too many people working on games. I think he said he was shocked that a studio had a team of 30 people for a job he could do on his own.

Like for instance, what was the size of the team they had working on The Witcher 2? I'm sure that game probably wasn't made by a team of 600 people including outsourced art and stuff like that.
 
They'll get smart and say fuck pixel counters who can't support the industry and start making creative games with stylized visuals instead of "hyper realistic" bullshit.
 
They'll get smart and say fuck pixel counters who can't support the industry and start making creative games with stylized visuals instead of "hyper realistic" bullshit.

And the stylized visual crowd can.
So far as i know the realistic artstyle games are selling.
 
Easy just don't raise budgets, nothing is forcing publishers to raise budgets. They do because they think they can make more money by doing so. By limiting budgets devs will have to develop smarter rather than just throwing more people at it, just like developers like CDProject RED and Platinum Games (120 employees, work on 3 games at a time), which manage to make high quality games with relatively small teams.
 
And the stylized visual crowd can.
So far as i know the realistic artstyle games are selling.

Selling, profitable, and sustainable are totally different things. I just don't feel like high cost engine development for hyper realistic visual fidelity is sustainable. CoD is massively successful financially because engine development wasn't extremely costly and they focused on lower fidelity for higher frame rate, etc.
 
Top Bottom