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submitted 3 days ago* (last edited 3 days 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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[-] t3rmit3@beehaw.org 12 points 1 day ago* (last edited 1 day ago)

Most executives at large publishers aren't gamers. Pretty pictures are more likely to entice them than deep mechanics. They could assign 5 people to make a game like Balatro or Stardew Valley, but they never would because they don't work like that, they came up through the MBA route and think in terms of enterprise software development lifecycles. Also, "making money" isn't good enough for them, they want to make so much money that they can pay themselves millions of dollars despite never actually contributing to the game.

this post was submitted on 27 Dec 2024
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