Ether_Snake
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This is not a news article or anything from Gamasutra but here goes anyway:
The game industry is getting increasingly competitive, development cost is rising constantly with the average big budget game costing over $40,000,000. Even if a game is excellent, its success is in no way guaranteed due to high competition and market saturation. But there is a potential solution.
A game's production cost should be relative to its success, not the other way around.
A high production value does not equal profitability anymore, as stated above. So the key is to release games as foundations which can then be expanded through additional development based on its success. This is, after all, what MMOs have been doing for some time. World of Warcraft's success is what determines how many new zones, enemies, and equipment Blizzard adds through updates. We tend to forget that this principle could easily be applied to practically any genre.
Little Big Planet will use this principle. If the game is a success, new features will be added, new items, new gameplay mechanics, which together will enable the game to remain fresh while at the same time enabling Media Molecule, and Sony, to keep development costs relative to the game's success. If it's not a hit, the game will remain as a one layer game. A full game on its own, but of relatively small scope. If the game is successful, new layers are added to the game. Not merely new levels, but new features or items that can all tie-in together with the previous ones in order to expand the gameplay's diversity.
Super Mario Galaxy could use this principle as well. The game world is made up of various planets separated from one another which you can travel back and forth to. Imagine if the first layer of the game released was the equivalent of a small solar system. Various planets that revolve around a bigger and more complete game-world. If the game is not a great success, it remains as is. Again, a complete game on its own, but of smaller scope. Yet if the game is indeed a success, new planets are added and linked to the previous ones, and the game expands from here. This is not merely additional levels. These new planets can be anything, from levels to chat-rooms to theater-like locations where you can view promotional material for other Nintendo products. Anything can be added if desired, and again all the while controlling development costs based on the game's success and player feedback.
GTAIV? Same principle as the one above. Liberty City is the core game, and new locations are added afterwards based on the game's success, all linked to the core game. New stores become accessible in Liberty City itself, where you can now play pool or exchange weapons, a destruction-derby-like event now becomes accessible, etc.
The problem with all of the above is that you still need an engine, and developing an engine remains one of the costliest aspects a game's development. But look at Gears of War. It would be relatively easy to make a fantasy game using that particular engine. So maybe we should see less entirely new games on the market, but more games that can be modified and/or expanded based on their successes? I wouldn't mind paying for the same Gears of War experience, simply in a different setting. If the game is fun why not? Crysis could easily become a Predator game. Metal Gear Solid 4 could be a Ghost in the Shell game. Soul Calibur could be modified to be a bit more RPG-esque, but keep the fighting part, and make a Claymore game out of it. Yet certain companies I won't mention keep developing whole new engines for each and every game they make, which is extremely costly.
Thoughts?
The game industry is getting increasingly competitive, development cost is rising constantly with the average big budget game costing over $40,000,000. Even if a game is excellent, its success is in no way guaranteed due to high competition and market saturation. But there is a potential solution.
A game's production cost should be relative to its success, not the other way around.
A high production value does not equal profitability anymore, as stated above. So the key is to release games as foundations which can then be expanded through additional development based on its success. This is, after all, what MMOs have been doing for some time. World of Warcraft's success is what determines how many new zones, enemies, and equipment Blizzard adds through updates. We tend to forget that this principle could easily be applied to practically any genre.
Little Big Planet will use this principle. If the game is a success, new features will be added, new items, new gameplay mechanics, which together will enable the game to remain fresh while at the same time enabling Media Molecule, and Sony, to keep development costs relative to the game's success. If it's not a hit, the game will remain as a one layer game. A full game on its own, but of relatively small scope. If the game is successful, new layers are added to the game. Not merely new levels, but new features or items that can all tie-in together with the previous ones in order to expand the gameplay's diversity.
Super Mario Galaxy could use this principle as well. The game world is made up of various planets separated from one another which you can travel back and forth to. Imagine if the first layer of the game released was the equivalent of a small solar system. Various planets that revolve around a bigger and more complete game-world. If the game is not a great success, it remains as is. Again, a complete game on its own, but of smaller scope. Yet if the game is indeed a success, new planets are added and linked to the previous ones, and the game expands from here. This is not merely additional levels. These new planets can be anything, from levels to chat-rooms to theater-like locations where you can view promotional material for other Nintendo products. Anything can be added if desired, and again all the while controlling development costs based on the game's success and player feedback.
GTAIV? Same principle as the one above. Liberty City is the core game, and new locations are added afterwards based on the game's success, all linked to the core game. New stores become accessible in Liberty City itself, where you can now play pool or exchange weapons, a destruction-derby-like event now becomes accessible, etc.
The problem with all of the above is that you still need an engine, and developing an engine remains one of the costliest aspects a game's development. But look at Gears of War. It would be relatively easy to make a fantasy game using that particular engine. So maybe we should see less entirely new games on the market, but more games that can be modified and/or expanded based on their successes? I wouldn't mind paying for the same Gears of War experience, simply in a different setting. If the game is fun why not? Crysis could easily become a Predator game. Metal Gear Solid 4 could be a Ghost in the Shell game. Soul Calibur could be modified to be a bit more RPG-esque, but keep the fighting part, and make a Claymore game out of it. Yet certain companies I won't mention keep developing whole new engines for each and every game they make, which is extremely costly.
Thoughts?