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submitted 1 day ago* (last edited 1 day ago) by alyaza@beehaw.org to c/gaming@beehaw.org

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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.

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What, you mean you don't play games and go "Well that looked great! Well worth my time!" like an awful lot of the AAA game industry appears to think gamers do?

Huh.

Seriously though, I'm curious how we ended up in the make-shit-prettier race and not a make-the-writing-good, or make-the-game-actually-fun, or even things like make-more-than-two-dungeons (looking at you, Starfield) race.

Especially given the cost to me, personally, to keep upgrading my GPU has reached an untenable level: I'm sure as crap not paying $2000 for a new GPU just so we get a few extra frames of hair jiggle or slightly better lighting or whatever.

[-] Dark_Arc@social.packetloss.gg 2 points 18 hours ago* (last edited 18 hours ago)

Graphical realism is an easier metric than good writing or fun.

All MBAs, in all industries, need to be done away with.

[-] DdCno1@beehaw.org 2 points 8 hours ago

It's also far easier to reliably create at scale. It's relatively easy, with enough money and experience, to create art and programming teams that each make their own horse testicle textures, but how do you compartmentalize the creation of fun?

[-] CybranM@feddit.nu 1 points 16 hours ago

What do you think is easiest to show in a 1min trailer: industry leading graphics, good writing or fun gameplay?

[-] underisk@lemmy.ml 12 points 1 day ago* (last edited 1 day ago)

People from outside the industry have seen a profit opportunity and decided to invest. As investors, they think they’re smarter than everyone else, even the people they pay to do things for them. Since they have no attachment to games as a medium they’re wowed by flashy visuals, and since investors have the money you need to produce a game, you cater to their tastes if you want to get paid.

[-] Lauchmelder@feddit.org 6 points 1 day ago

That, and I think graphics is the easiest part of a game to min/max. You can take any pile of garbage and hire a couple animators, 3D artists etc etc to make it look gorgeous, but it's difficult to find someone who can write a really good story every single year for a release

this post was submitted on 27 Dec 2024
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