StreetsofBeige
Gold Member
And for the large publicly traded companies with big budget games, what they do to promote to gamers they need the budget is to focus strictly on that - budget. Because the common gamer will assume a big budget with high costs = low profits as the dev team is giant and a better quality game. But as you said, they never tell you that budget also covers ginormous marketing expenses. So gamers think the budget is solely for programmers and artists.games actually can cost way less to make nowadays, it's just that AAA devs artificially inflate the budget by pouring all of the cash into visuals and marketing, and then say that "games take too much cash that's why we add MTX" even though they know damn well they can lower the budget and still get great visuals
I dont think I have ever seen a company PR that their game with a $80 million budget splice it across function. But they sure know how to focus on "But our department is 250 people!" and then show a bunch of graphic artists sitting at a desk making it look like it's all in programming.
But in reality, EA, Activision, UBI etc... are at record sales and profits the past bunch of years. But they never promote that part to gamers. But you hear and see it during quarterly earnings reports when they brag about record digital and GAAS financials at high margins.
For me, I dont mind it as I like open world games. Battle royale modes are another form of open world. But for people who dont like them, I can see why. I agree it's way too big for anyone but a completionist taking years to conquer.Big modern games are stuck in templates, that's the real issue here. Back in the 90s, you had a much greater variety of games. Budgets were lower and the big games could be made by smaller teams.
Now everything has to fit the mold. Currently everything needs to be an open-fucking-world. Content is padded to no end. You get shit to pick up every two steps. Fetch-quests. Crafting. Skill trees. We knew how to make awesome games without any of this before. And developers are struggling to make their open-world interesting, because the real issue here, is that it is impossible to make an interesting world when it is so big. You have to resort to copy/pasting stuff, and it become obvious to the player. Games nowadays are super predictable : you know way too much without having played the game before.
Open-world needs to die if we want to get back to more interesting designs and shorter games.
At least we get some nice games like Brigandine or Valkyria Chronicles 4 every once in a while. Support these games. They are proper games, not some more tedious work to do after you have completed your days actual real work.
And you what is the worst part for people who don't like open world? Not just that the trend is there. But every game has to be bigger than the last game. Not too often you see a new sequel and the land mass and things to do got reduced. Bigger is better forever mentality.
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