• ssillyssadass@lemmy.world
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    40 minutes ago

    Indie devs want to make a game

    AAA devs want to make money

    It’s that simple.

    Also, I can’t remember the last time I played a AAA game that was anything more than alright.

  • JordanZ@lemmy.world
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    3 hours ago

    Indie devs want to make a game they themselves actually want to play. They’re usually massively more open to user feedback and generally aren’t weighing that feedback against profitability.

  • NoodlePoint@lemmy.world
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    9 hours ago

    The suits always dictate what sells, and they’ll look for anything that would keep revenue coming.

    • SuiXi3D@fedia.io
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      7 hours ago

      Probably because the suits don’t play games, so they have no clue what makes a game good or not. All they have is data, but data without context is just numbers.

      • tankplanker@lemmy.world
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        1 hour ago

        It is this exactly, and is the same problem film, tv, and music has. They are all populated by people who are good at becoming and staying at the exec level, not people who are good at whatever field they are working in. Often the really creative are difficult to work with, they do not make a “good fit” with other execs, particularly when they actually understand the medium.

        Its the same group of people who are heavily invested in AI to replace creative people in these fields as they do not understand the difference between AI doing a passable copy of someone elses style and someone actually creative creating a new style or approach.

  • ℍ𝕂-𝟞𝟝@sopuli.xyz
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    12 hours ago

    I think it’s more that the megacorp business model is fundamentally incompatible with making good video games. Their only reliable competitive advantage is money, they can spend more on a single project. But if they spend so much, they can’t go as risky as indies go. A ton of indies publish shit games, it’s just that some are absolute gems.

    Point is, AAA games can only match indies in originality if they are okay with tanking the IP and the studio just to make something original. But since they are megacorps, they will never be okay with that. The also can’t amortise the risk over a lot of small projects, because then they lose the ability to outspend indies and would have to compete with them directly.

    It’s like a sort of inverse economies of scale.

    • rhombus@sh.itjust.works
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      3 hours ago

      Megacorp business model is incompatible with every industry, it’s entirely based on what is the absolute bare minimum that will still make money. Absolutely no passion in the work, no interest in quality, and no care for the people getting trampled to make it.

    • Redredme@lemmy.world
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      8 hours ago

      Not only good videogames. Good art in general. Music, text, movies, tv series and videogames all go for the “mid” nowadays. Offend noone, include everything and everyone and above all: make no hard choices which others haven’t done already.

      Which results in data driven hollow 1000 in a dozen AI “caught in the algorithm” trash. Just look at most what comes out of Netflix “studios” these days. It will be the end of them.

      And you hear it in music too: everything sounds the same these days. Everything.

      And you see the same in writing: more and more generic stuff. The big names pump out more and more of same-ish stories. Say what you like about Prime Stephen King for example, but what he wrote during his crazed coke/whiskey fueled years… It was original. And weird.

    • The_v@lemmy.world
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      9 hours ago

      The cycle of megacorps- this works in most industries with a lower barrier of entry.

      First the industry begins as a bunch of small competing startups that build a shit ton of absolute trash. Eventually a few companies find the right formula and start to find some medicum of success. Innovation is rapid but quality is low.

      Next the industry consolidates in a feeding frenzy of mergers and aqisitions. During this time innovation is high but demands for quality is also high. New startups are constant as the forming megacorps pay high prices to control innovation or suppress competition.

      Then the consolidation reaches a peak. At this point innovation almost completely ceases as megacorps refuse to pay out any more. Quality rapidly decreases as the few remaining megacorps try to maximize profits. The entire industry turns to shit products and high prices.

      The only thing that can save the industry from stagnation is government anti-trust action breaking up the megacorps into smaller competing companies like in the second stage.

    • Jocarnail@lemmy.world
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      10 hours ago

      They could go for more double A games. Still more budget than indies, not as risky or innovative, but not as big of an investment as AAA. Studios could work on new IPs in shorter cycles and smaller games, and eventually release big AAA sequels to the successful ones.

      • Frezik@lemmy.blahaj.zone
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        1 hour ago

        Having trouble finding the link now, but apparently at a big dev conference with a bunch of the business suits involved, they want to make games faster. But not make them smaller or have worse graphics. Just faster.

        And yes, shoving AI slop into everything is part of that plan.

        In other words, the industry is completely lost, and I will continue to spend the majority of my gaming time on indie titles.

      • ℍ𝕂-𝟞𝟝@sopuli.xyz
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        4 hours ago

        Yeah, but there’s the catch, they would have to compete on equal footing with indies then. Money is their only advantage.

  • taiyang@lemmy.world
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    12 hours ago

    Y’know, from a risk assessment standpoint, you can’t be too surprised they over rely on data since AAAs cost so much to make an a flop can lose millions, and sometimes even billions of dollars. Mediocre can still sell, and you and I both know they aren’t doing it for art or expression.

    I do want to make one other point about survivor bias, though… there are plenty of crappy indie games, too. We focus a lot on the greats (and trust me, I hunger for the Silksong) but it makes up a pretty small percent in a world where everyone can make something. I sometimes will spin up a random game from regrettable purchases (like, indiegala bundles or those “mystery game” purchases) and some of them are really, truly horrible. I try to give is as much respect as I can, and sometimes I do find a few gems that nobody has played, but like… not every passion project is Undertale, lol.

    Although tbh, I like streaming a bad game for friends because they can watch me suffer, haha, so I still appreciate the, uh, effort.

  • Paradachshund@lemmy.today
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    16 hours ago

    I love the data callout so much. I wish I remember the article I read this in, but there was a researcher who said we’re living in an age of data-driven stupidity and that’s stuck with me ever since.

    It’s not that data is bad in all cases, but data aggregation is inherently reducing fidelity of detail in the process. When you’re approaching human-centric issues, such as making something fun and meaningful, data really can’t help you that much. You’ve boiled the messy human elements, the elements most crucial to a powerful result, out of the conversation.

    • frongt@lemmy.zip
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      15 hours ago

      Yeah. You use data to target the most common factors to make your audience as broad as possible, and you end up making the most bland slop that nobody actually cares about.

  • doctortofu@piefed.social
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    15 hours ago

    They can be fascinated all they want, but I don’t think that’ll help them much, because they’re after a different thing. Indie games are fun, because people who make decisions about them largely like games and want to make games. With AAA, the decision makers are soulless MBA leeches that largely like money and want to make more money…

  • Lvxferre [he/him]@mander.xyz
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    16 hours ago

    They also miss really bad why those games become popular on first place.

    For example, the text mentions Minecraft, and all that “crafting” trend. What made Minecraft great was not crafting - it was the feeling that you’re free to express yourself, the way you want, through interactions with the ingame world. If you want to build a huge castle, recreate a wonder you love, or a clever contraption to bend the world’s rules to do your bidding, you can.

    Or, let’s pick Undertale. It’s all about the mood, the game pulls strings with your emotions. Right at the start the game shows you Toriel, she’s a really nice lady, taking care of you as if she was your child. And being overprotective. Then the game tries to make you kill her, and your first playthrough you’ll probably do it. And you’ll feel like shit. Then you load the save back, and… the game still remembers. You’re still feeling like shit because you killed Toriel.

    Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.

    It’s all about feelings. But corporations are as soulless as their “art”; and game corporations are no exception. Individual humans get it.

    • Ashtear@lemmy.zip
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      11 hours ago

      Stardew Valley’s success had more to do with smart marketing than anything. The game has the exact same formula as Story of Seasons and Rune Factory, which are very corporate-run series, just not at AAA scale. The difference was Eric Barone cultivating word-of-mouth marketing via influencers and online communities to reintroduce the genre to the Western market (along with lucking into capitalizing on what was then a more nascent pixel art indie gaming trend).

      Undertale’s a good example, though (I’ll still note this particular example is a huge spoiler). I did the thing and it was a very fresh idea, and one of the best hooks I’ve seen in a video game. Thing is though, I doubt even 10% took that route to see it. That’s something the game has in common with Baldur’s Gate 3, which is full of those low-percentage moments. AAA devs don’t like investing a lot of resources into things most people aren’t going to see.

      • Lvxferre [he/him]@mander.xyz
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        9 hours ago

        Good marketing and luck do play their roles, but aren’t enough by themselves. With those two but without pulling your emotional strings, SV wouldn’t be seen nowadays as a “spiritual successor” to Harvest Moon / Story of Seasons, but rather as a “cheap knock-off”.

        Doubly so for an indie game - indie devs don’t have enough money to make shit look like ambrosia, unlike AAA studios.

        Also note HM/SoS did not start as a corporate-run series. The formula was already there in the SNES game, developed by a rather unknown studio (Amccus). Apparently Yasuhiro Wada came up with the idea because he wanted to try something different, and he’s from a rural background.

        Corporate is kind of lucky the formula is enough - to make someone feel proud of their farm (like in Ech’s answer) or relate to the characters (interacting with them often, giving them gifts, seeing cutscenes etc.), otherwise it would’ve ruined it with “more graphics! 9001 love interests! 9001 crops! …what do you mean, the characters aren’t relatable?”.

      • Lvxferre [he/him]@mander.xyz
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        11 hours ago

        You can save scum and she’ll be back, but one of the characters highlights it:

        Clever. Verrrryyy clever. You think you’re really smart, don’t you? In this world, it’s kill or be killed. So you were able to play by your own rules. You spared the life of a single person. Hee hee hee…

        But don’t act so cocky. I know what you did. You murdered her. And then you went back, because you regretted it. Ha ha ha ha…

        And the whole game is full of situations like this. Highlighting that your actions actually have some impact, even if you can reload or start a new game.

    • Ech@lemmy.ca
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      15 hours ago

      Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.

      I just like to make the cute farm go brrrrrrrr. Honestly, I’m annoyed that marriage (or “roomieship” with the monster) is required to 100% the game.

      • Lvxferre [he/him]@mander.xyz
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        14 hours ago

        Even in your case, it’s still about feelings—although different ones: you’re expressing yourself through your farm, instead of focusing on the romance. “See, myself, this is what I built! Good job, me.” and the likes.

        Neither is the “right” or “wrong” emotion, mind you. But a game needs to trigger at least some within you, to be a good game. And that’s what corporations don’t get: they’re chasing mensurable things. More graphics, presence/absence of a mechanic, even gameplay length can be measured; but you can’t really measure someone’s emotional experience.

        • Ech@lemmy.ca
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          12 hours ago

          On that we can agree. The game is great at giving players a plethora of paths and options.

  • eddanja@lemmy.world
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    17 hours ago

    Let your devs explore their wildest dreams! Nintendo gets it. Too bad they have too mny legal sticks up their ass…

    • oce 🐆@jlai.lu
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      17 hours ago

      Nintendo, the company that released dozens of sequels and remakes of Donkey Kong, Mario, Zelda and Pokemon, right? I guess my wildest dreams are a bit more wild.

      • iAmTheTot@sh.itjust.works
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        15 hours ago

        That’s wildly unfair. Even the games within those franchises are often wildly different from each other and many are widely considered hallmarks in game design. Plus, Nintendo doesn’t make Pokémon.

        • oce 🐆@jlai.lu
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          15 hours ago

          I will give you that the first iteration of a series, like Mario Kart, is innovative, but the 16 next iterations, not so much. While Nintendo doesn’t make Pokemon, they are the publishers, technical platform provider and co-owner of the Pokemon Company, they would have all the leverage necessary to push the Pokemon games to innovate if they were interested in innovation.

          • moakley@lemmy.world
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            14 hours ago

            Donkey Kong Bananza just came out.

            Mario and Zelda games are constantly innovating.

            Your complaint doesn’t align with reality.

            • Whostosay@sh.itjust.works
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              12 hours ago

              I like how no one mentioned watered down donkey Kong rockband.

              Anyone arguing against the fact that they’re milking dust out of their financial cow is delusional.

      • Ech@lemmy.ca
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        15 hours ago

        There can be originality within franchises. Dr. Mario vs. Luigi’s Mansion vs. Mario Kart vs. Super Mario Maker (etc, etc). No, it’s not always an industry busting idea, but you can’t say it’s all rote repetition. It’s the same universe, but that’s ok. Not everything has to be a whole cloth original idea.

        I will give you Pokemon, though. Outside of Snap and (kind of) Legends, it’s pretty clearly lazy, by the number installations, which is a shame. The universe clearly appeals to and inspires so many people. They deserve better.

      • Zorque@lemmy.world
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        15 hours ago

        … in addition to a number of other games that have iterated on the ideas.

        I’m not gonna say that Nintendo is some saint of game design and innovation, but they’re nowhere near the worst, either.

        • oce 🐆@jlai.lu
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          14 hours ago

          Certainly not the worst, I think they have good quality control. Quite similar to Disney, they are makers of good quality and safe products, able to satisfy the mass.

          • Zorque@lemmy.world
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            14 hours ago

            In addition to a number of products that push boundaries of what’s possible in the industry.

              • Zorque@lemmy.world
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                13 hours ago

                Which made billions of dollars for them, that they then put towards things like Andor and Encanto and at least a third to half of the more recent Pixar movies.

                No one’s saying they don’t also produce shit, but often that shit bankrolls the things that aren’t.

    • taiyang@lemmy.world
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      13 hours ago

      Idk why people are giving you shit on that, you’re right. Not necessarily indie-level right, but people hired to do the next Mario or Zelda are given remarkable freedom. I read up on the BotW development and they pitched their crazy idea, got green lit, and when leading their team they took suggestions from every part of the team (quite literally, artists, marketers, localization specialists, etc.). If I could remember the link I’d share it, but it’s straight up good AAA management.

      Though, to be fair it’s really team by team and it’s quite possible they got lucky with some of these. There are plenty of misses, after all. I’m kinda glad I’m off the Nintendo bandwagon after the whole Yuzu/Ryujinx legal crap.

  • network_switch@lemmy.ml
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    15 hours ago

    Indie games reasonably start with more fleshed out and committed to ideas of what the game will look like in the end than AAA games. Constraints of money and less cooks in the kitchen

    AAA games sound like it’s years of expensive pitches for gameplay and narrative, can be years of that even after publicly announcing the game, and then picking one and then deciding nevermind the markets hot on this so pivot. Rinse and repeat until cancellation or a stir fry of what’s about to expire in the fridge

  • ArgentRaven@lemmy.world
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    15 hours ago

    I’m hoping Baldur’s Gate 4 has a battle royale mode with different skins you can buy, and crossovers with Star Wars, Monster Energy, and Nike. And a Season Pass you can buy monthly for early access to each seasons cool new crossover!

  • saltesc@lemmy.world
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    17 hours ago

    They’re not soulless game farms churning out shit for the large non-gamer audience of video games. Indie is like an Oregan alehouse; AAA is like a Vegas game bar.