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?
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.
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.
The problem with indie gaming is that it’s nearly impossible to actually find the few good games within the massive crush of shovelware. Even besides that, this thread is specifically about a large publisher.
Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:
Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.
Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.
A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.
Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can’t buy the space, Valve doesn’t bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn’t enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I’m interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam’s success that often gets overlooked.
Honestly, very few of the indie games release with microsoft and Epic banking are truly good. The best indie games right now are the ones released and self-published through steam, you just have to find the ones you like. Steam Next Fest is a good start if you don’t know where to look. The next one starts next monday, October 14th.
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?
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.
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.
Not really to what? I can’t really tell what part of my Comment you disagree with.
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.
Indie games have never been better, there’s no problem here that doesn’t solve itself if people just stop buying bad AAA titles
The problem with indie gaming is that it’s nearly impossible to actually find the few good games within the massive crush of shovelware. Even besides that, this thread is specifically about a large publisher.
Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:
Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.
Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.
A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.
Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can’t buy the space, Valve doesn’t bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn’t enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I’m interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam’s success that often gets overlooked.
Indie games are currently in problems starting early this year, https://www.pushsquare.com/news/2024/03/game-pass-woes-for-indie-devs-as-microsoft-epic-funding-reportedly-drying-up
Honestly, very few of the indie games release with microsoft and Epic banking are truly good. The best indie games right now are the ones released and self-published through steam, you just have to find the ones you like. Steam Next Fest is a good start if you don’t know where to look. The next one starts next monday, October 14th.
What did they do before Game Pass and Epic?
Self-fund or kick-start and hope (and beg) some YTer plays their game and it explodes.