Johnny Awesome
Veteran
There IS some evidence of this and QPlayer I think has some knowledge behind the scenes.
It was back in 2020 when Shawn Layden began sounding the alarm around rising game development costs.
Speaking as part of Gamelab Live, Layden said the current rising cost of AAA game development was become unsustainable, and that when the industry moves to the PS5 and Xbox Series X generation (which was due to take place later that year), the industry might struggle to grow.
"We live in a world where only 32% of gamers actually finish the game, so we're making a lot of game that 68% of the people aren't seeing," Layden explains. "So should we continue to build games that are unlikely for most of the people to even see the end of it?
"It was such a big deal in the early days of gaming. In the PlayStation 1, 2 and 3 generations, [length] was like your top review poin. We kept judging games by you know how much gameplay you get for your dollar. And maybe that was a decent metric back in the times when the average gamer was late teens/early 20s, which means they're time rich and money poor, so having to sit down for that long of a sesh to get through some huge RPG seemed reasonable. I just think now the average age of gamers is approaching early 30s, you got the flip, they're more money rich and time poor. You have to really kind of strap on some free time if you're going to sit down with Red Dead Redemption 2 and get through that.
"We need to understand what our customers are looking for. Do they want a high impact, high enjoyment piece of gaming, which may not include large sections of the game where you're going on a quest to find this blue rock to bring it to the red Troll and he'll open a door for you. It's just kind of like burning time. It's called grinding for a reason."
"We've made a lot about the visual quality of games, the graphic quality, the resolution, the near photorealism that so many games seem to chase," Layden says. "And our fans thought that was a was a was a noble journey, and we saw the difference between graphics on PlayStation 1 where Lara Croft is 800 polygons and, if you squint, kind-of looks like a person. And now we get to the highly realized modelling. But did it improve the gameplay? Did it improve the story?
"I don't believe you can get across the uncanny valley, I think that will always be just five steps ahead. So instead of chasing that, let's go back to exciting game design. I love a good anime. I love highly realized animated characters. They are exciting, because they can tell a different kind of story."
"We're in the realm of graphical differences that only dogs can hear"
That's like saying the "average age of TV watchers is..." Every age plays games - there is no average. Best average here is the average age of the target for the classic AAA game concept is early 30s. that means when considering a 'AAA game' consider that age and the limiting factors. However, if you pick an age, like 14-16 year olds, you can make a game for them that can sell many millions. Or pick 60+ and make a game that can sell many millions. Stop aiming 'AAA' and instead pick audience and write for that.I just think now the average age of gamers is approaching early 30s,
Some of the greatest games ever made during the PS1 and PS2 era didn't require 30-100hours to finish. Many of them even lasted as much as 7 hours max. And yet they were the most dense experiences ever that you were more likely to replay. Some old reviews in the 90s even had a score for replayability. Many modern top rated games lack this element. Often not even finished. Games today are dragging the player into tons of unenjoyable wasteful hours.Former Sony chairman Shawn Layden believes AAA games are a burden on the industry because of their expensive developments: ''It wasn't a great prediction'' he says.
Shawn Layden's advice on making games faster and cheaper | GI Sprint
It was back in 2020 when Shawn Layden began sounding the alarm around rising game development costs. Speaking as part o…www.gamesindustry.biz
My fav:
So many interesting tidbits in that interview.
If those games are games produced by Zenimax or ABK, they aren't exactly accelerated production/releases. They only shifted the name of the publisher.In fact, this can already be observed this year, in the second half of the year 6-7 Microsoft games will be released, and next year MANY AAA games will be released.
Still Wakes the Deep is an excellent example of that. It's a fun, interesting game. Sometimes I have more fun just playing things like Ghosts n' Goblins Resurrection -which has coop- or Still Waked the Deep, than certain AAA games. It's a dangerous game Sony and MS are playing publishing super expensive games that maybe aren't as fan.Some of the greatest games ever made during the PS1 and PS2 era didn't require 30-100hours to finish. Many of them even lasted as much as 7 hours max. And yet they were the most dense experiences ever that you were more likely to replay. Some old reviews in the 90s even had a score for replayability. Many modern top rated games lack this element. Often not even finished. Games today are dragging the player into tons of unenjoyable wasteful hours.
Content value became a higher emphasis as gaming moved more towards a primary/singular hobby (for people playing dozens of hours a week vs. a couple of hours a weekend, amount of content matters much more), wider socioeconomic adoption (buyers who need to stretch their money more), more towards ownership (as opposed to just sharing/renting/reselling/etc.), and cheaper alternatives (eg. F2P games with high replayability).
Totally agree. It's those type of games that allow the market to grow. People tend to narrow their perception of the industry down to those super successful outliers like Fortnite and tend do think these games serve as examples of games that most gamers are interested in.That's just for one type of game, video games can be, literally, anything. Anything you can imagine, that's a video game.
They don't have to be a lifestyle, they don't have to suck your life away like a vampire, there's more than enough room for multiple types of games to exist. Ratchet and Clank: Rift Apart lasts all of 8 hours, and sold millions of copies. People loved it, it made a good amount of money, Insomniac doesn't need to be shut down so another Destiny wannabe clone can take their place. Some executives believe only the highest tier profitable market segment is the only valid target possible, that everyone will be in a Metaverse everything game and if they can just get there "first" they'll be the richest people in existence forever.
But making that 8 hour game is not some lost opportunity to make a billion dollar live service game. Some other developer can make that live service game simultaneously, and can sell that game to a different audience, the two are not somehow mutually exclusive.
Meh. I would still prefer a 20 hour game or thereabouts . For an rpg it should be in the 50 hour range. That is just me howeverThat's why it doesn't bother me at all that Hellblade 2 is only 8 hours long. It's a feature, not a bug for me.
the AAA industry has changed so much, and now we also have the "forever games" as @Shifty Geezer defined once, destroying your time to play other games.As for the AAA issue something I feel that should be factored in here is that AAA shouldn't be a moving bar. Even many indie games these days have much higher polish, fidelity, scope, and etc. than that of AAA games of the past, but just not the extent of actual current AAA games. But at some point the game is good enough from a production quality stand point, and most users will just be looking at what that game specifically offers. From a major developer stand point this might be hard to navigate but for actual gamers I do think we have much more tailored high quality choices now then ever before.
That's because there are lots of different people with different values, who will express different opinions. For some, shorter games are better, but not all. the only take-home is there's no one-size solution, so as a dev, pick your target.Just saw article that Avowed is disappointingly short. Said was in the outerworlds length territory.
So even though everyone saying games don't have to be long, can be short and good, we still get reporting like that.
I just found the article strange all things considered, and the game isn't out yet.That's because there are lots of different people with different values, who will express different opinions. For some, shorter games are better, but not all. the only take-home is there's no one-size solution, so as a dev, pick your target.
Here's a relatively short game that is loved and sold well, because it was good at what it did:
How long is It Takes Two? | HowLongToBeat
How long is It Takes Two? HowLongToBeat has the answer. Create a backlog, submit your game times and compete with your friends!howlongtobeat.com
the AAA industry has changed so much, and now we also have the "forever games" as @Shifty Geezer defined once, destroying your time to play other games.
If we define an AAA by its budget, there weren't AAAs in the past... The most expensive game to make in 1996 was Wing Commander IV, which cost $10 million, and featured top-notch actors and many real-world scenarios... Just by comparison, 12 million dollars was what Kevin Spacey charged to appear in Call of Duty, a clear example of how budgets have skyrocketed in a couple of decades...
That's just for one type of game, video games can be, literally, anything. Anything you can imagine, that's a video game.
They don't have to be a lifestyle, they don't have to suck your life away like a vampire, there's more than enough room for multiple types of games to exist. Ratchet and Clank: Rift Apart lasts all of 8 hours, and sold millions of copies. People loved it, it made a good amount of money, Insomniac doesn't need to be shut down so another Destiny wannabe clone can take their place. Some executives believe only the highest tier profitable market segment is the only valid target possible, that everyone will be in a Metaverse everything game and if they can just get there "first" they'll be the richest people in existence forever.
But making that 8 hour game is not some lost opportunity to make a billion dollar live service game. Some other developer can make that live service game simultaneously, and can sell that game to a different audience, the two are not somehow mutually exclusive.