• Ogmios@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    31
    arrow-down
    1
    ·
    28 days ago

    How about you get talented people to make the games they want to make, like they did before it became a big business, back when gaming was actually exciting?

    • mindbleach@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      7
      ·
      edit-2
      27 days ago

      The good old days were also exploitative and gross. You just didn’t know it yet.

      There were scrope-creep / endless-crunch horror stories back in the ZX Spectrum era.

      • Ogmios@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        1
        arrow-down
        4
        ·
        27 days ago

        You assume too much. Those were problems brought on by the intrusion of big business after gaming became more profitable than movies, and precursors to the current blight. I’m talking about when gaming was almost entirely run by hobbyists doing it on their own time and dime.

        • mindbleach@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          5
          ·
          27 days ago

          The only time video games were dominated by motivated individuals was the initial explosion of D&D ripoffs on college mainframes.

          Everything commercial has an undercurrent of taking those bright young minds and wringing them dry. Atari 2600 programmers were told they contributed as much as the guy who put the cartridge in the cardboard box. Atari’s best left to found Activision, which was all about excited artistic et cetera, until they did the same shit. Activision’s best left to found Accolade, which was all about et cetera, until Accolade’s best left to found Acclaim, which-- you get the idea.

          Even the proto-indie boom on British microcomputers, famously starring a lot of teenage bedroom coders, was about tape duplicators making bank and paying those children a pittance. The kids who rose above that and started proper businesses had even odds for burning out, going bankrupt, or endlessly cranking out shoddy ports of licensed games.

          Things are fucked right now. But they were kinda fucked back then, too.

    • ColeSloth@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      2
      ·
      27 days ago

      Issue is that in the NES days, an entire game was just one to ten people and less than 1MB of data. Not much overhead risk at all. Now games are 100 people or more and 10,000MB. Not many want to invest millions on so much risk.

      It’s also why there’s so many good “old looking” indie games. Only 1 in 50 ends up being really, really, good, but the overhead to making the game is a tiny drop in the bucket.

      • Cyberspark@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        1
        ·
        25 days ago

        Not really true, Bethesda ballooned from ~70 around Skyrim’s launch to ~500 for Starfield.

        The outer world’s dev team from obsidian was around 80.

        Bungie has/had (bit unclear if this this before or after the ~200 layoffs) around 850 for Destiny

        I think the AAA devs are proving that more devs don’t make things better. And Animal Well is 31MB, but I think that’s a bit of an exception really.

          • Cyberspark@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            1
            ·
            24 days ago

            Sorry, I’m probably nit-picking. My point was team size and game size gave ballooned, but it’s not broadly a AAA thing, it’s a very recent issue (last 10 years). They did just find when they hadn’t got so insane, but not much before the numbers you listed. Halo 3 and Skyrim’s are beloved games made by studios of around 100 devs.