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Why Do Games Cost SO MUCH To Make?



AAA gaming has become huge and costly, sometimes resulting in business practices that anger consumers. How did we get here? Let’s talk.
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23 thoughts on “Why Do Games Cost SO MUCH To Make?”

  1. I think that scaling back would actually be a good idea. With less available land to populate, you can focus on condensing the areas you populate and make the world seem more alive.

    Skyrim vs Breath of the Wild.
    Breath of the Wild has shrines and wondering NPCs that appear along the paths. Other than that and gathering resources and fighting the occasional mini boss that appear in set areas, most of the game is just open nothing. It can get boring real fast.

    Skyrim has a lot of open nothing, but there are plenty of caves and bandit camps dotted around the game. There is also the chance that you can start a quest chain by popping into one of these dungeons dotted around the world.

    If we had a game that had the melee combat of Zelda Breath of the Wild with the condensed population of Skyrim that would be great.

  2. Games may be expensive to make. But they are not too expensive to make. When they are too expensive to make the companies who made them should reconsider their business strategies or re-learn how the market works or perhaps even stop being ignorant. The problem isn't games cost a lot or too much money to make, the problem is games aren't making every single penny they possibly could. That is the case for a certain part of the "triple a" industry.

  3. I poured over 80+ hours into Horizon Zero Dawn in order to 100% it. It was great. The smaller, more dense world was perfectly crafted to feel large, but packed full of interesting things, and not seem as though they simply ran out of ideas based on the size of the map. Large areas like the desert were pretty empty, but logically so.

    The difference between that game and something like Breath of the Wild is density. Breath of the Wild is gigantic, but I consistently found myself bored by how much empty space occupied the map, and when I did come across something enticing, it was either an easy puzzle, or another enemy encampment that required the same strategy, and then offered up the same reward for clearing it out.

    In my opinion, density is much more important than size, and games like Horizon Zero Dawn, Arkham Knight, and Dark Souls 3 are prime examples of size being justified by the amount of space each map has been designed to have.

    But what it really comes down to, in the end, is fun. If you're having fun, you probably won't notice how large but empty the game world is because it's simply not what you're focused on while holding the controller or moving your mouse around the pad.

  4. You're not wrong that the profit margins on Horizon Zero Dawn and the other game I've never heard of are good, but the margins on the games with loot boxes are so much better. As a consumer, it's shitty and I hate it. Therefore, I decided that I will refuse to buy any game that features a paid loot box system for anything other than cosmetics. New hats? Sure. Better weapons? Fuck off. However, a lot of fucking people will still buy the Battlefront 2's out there. We saw some backlash with that game, specifically, but I wouldn't call it a financial failure yet, especially since I hear that they're about to bring in the paid loot box system. Since people DO buy these games, and some people DO buy the loot boxes, developers would be stupid to leave that money on the floor, so I don't blame them. They're companies working for a bottom line. That's what they do. I blame the consumers that buy these games then complain about the shitty things in the games they're still buying anyway. You want change? Don't give them your money. It's as simple as that.

  5. This is what worried me about CDProjekt's comments on Cyberpunk 2077. I don't need it to be bigger than Witcher 3. I don't care about pointless metrics that make you think the game is better than your previous one. That's not what made Witcher 3 great. I'd be fine with a smaller, and also more vertical world for Cyberpunk and one that feels real.

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