• frezik@midwest.social
    link
    fedilink
    English
    arrow-up
    119
    arrow-down
    2
    ·
    1 year ago

    Would it be so bad if games didn’t have insane budgets? Most of my favorite games from the past decade are from small studios operating on pizza and hope.

    • Cethin@lemmy.zip
      link
      fedilink
      English
      arrow-up
      48
      ·
      1 year ago

      BG3 did have a pretty huge budget though. I would totally be fine if games took notes from BG3 but reduced scope a lot. Bioware used to make games similar to BG, but they stopped and now make garbage. The idea other studios can’t make similar games is wrong. They can’t make games this big usually though without publishers telling them they need to include microtransactions and other bullshit.

      • avapa@lemmy.ml
        link
        fedilink
        English
        arrow-up
        68
        arrow-down
        1
        ·
        1 year ago

        BioWare didn’t just make games similar to Baldur’s Gate, they created Baldur’s Gate.

        • Cethin@lemmy.zip
          link
          fedilink
          English
          arrow-up
          5
          ·
          1 year ago

          Yep, you’re right. I didn’t realize they were a studio at that point. Yeah, they have no reason to complain about new expectations. They could have created BG3 if they had kept doing what they were known for, but EA and the money were too good…

        • NoMoreCocaine@lemmy.world
          link
          fedilink
          English
          arrow-up
          4
          ·
          edit-2
          1 year ago

          Wasn’t that Black Isle? Or had they already evolved into their future downfall? It’s been a hot minute since I’ve last looked at BG credits.

          • Rakonat@lemmy.world
            link
            fedilink
            English
            arrow-up
            10
            ·
            1 year ago

            Black Isle was the publisher, Bioware developed the game. Baldurs Gate lead to BG2, which lead to Neverwinter Nights, which lead to Knights of the Old Republic.

              • Rakonat@lemmy.world
                link
                fedilink
                English
                arrow-up
                1
                ·
                1 year ago

                True, but IMO the link wasn’t nearly as strong between KotoR and ME as any of the previous games in the link which were all clearly D&D based systems. ME1 had a lot in common with KotoR but there were some major deviations too as they moved away from the table top standard.

                • Rakonat@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  3
                  ·
                  edit-2
                  1 year ago

                  Kind of! Though if we are being entirely honest, the real thing to blame is the head writer being replaced and the dev time cut by almost a year.

                  Personally would have enjoyed it more if they went with the Biotics/Dark Energy that Drew Karpyshyn had put down groundwork for, rather than the AI subplot that Mac Walters hastily slapped together for ME3 that directly contradicted ME1 threads and subplots.

    • zaphod@feddit.de
      link
      fedilink
      English
      arrow-up
      37
      arrow-down
      1
      ·
      1 year ago

      Lower budgets would probably be better. High budgets mean high risk, developers and publishers try to minimize that risk and you get bland games that try to cater to too many tastes. Movies suffer from the same problem. They get budgets in the hundreds of millions and you wonder what they spent it all for.

      • FangedWyvern42@lemmy.world
        link
        fedilink
        English
        arrow-up
        25
        ·
        1 year ago

        High budgets are killing the film industry. In the case of gaming, it plays a factor, but greed is probably the main issue. Most big budget AAA games in the past made large amounts of money even if they didn’t have universal appeal. Because companies realised that they could make large amounts of money off loot boxes, microtransactions, cash shops and battle passes, they started trying to funnel players into games, mainly so that players would buy things. That’s one of the main reasons the AAA industry is getting worse: games need to appeal to as many as possible, while coming out as fast as possible, all so that players will buy the overpriced in-game items endlessly shoved in players’ faces.

        • AEsheron@lemmy.world
          link
          fedilink
          English
          arrow-up
          5
          ·
          1 year ago

          I love me some good AAA games and want them to stick around. But I think it would be much better if they were a bit fewer and further between, and the big studios shift to more regular AA games, and give their devs chances to do some more oddball stuff with even lower budgets. More expiremntation and risky projects can only enrich the industry.

          • ShaggySnacks@lemmy.myserv.one
            link
            fedilink
            English
            arrow-up
            1
            ·
            1 year ago

            You never know what those experiments can lead too. There will be a lot of failures however someone is going to look at the failure and realize what needs to be need to be tweaked.

    • ProffessionalAmateur@lemmy.world
      link
      fedilink
      English
      arrow-up
      8
      arrow-down
      2
      ·
      1 year ago

      Yep. The final fantsay series was a bunch of lads in an attic. Now those lads are legends… with a fantasic legacy. Yet I’m still waiting for ES5 and GTA 6…

    • Anonymousllama@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      edit-2
      1 year ago

      You could give studios unlimited budgets and they’d still complain they don’t have enough time / money to get things right. The rhetoric is that “games are just so complex nowadays” and that justifies their 4/5/6 year development periods.

      I’m not seeing the complexity that warrants that type of long development period. The visual fidelity on some games is impressive, but is it actually worth that 5 year dev time?