This video is brought to you by the wonderful people who
support the channel on Patreon. If you'd like to help out, you can get ad-free early access to new videos, at Patreon.com/Salari 💜 The release of a triple-A game is almost always a big deal to the point
where it's practically a worldwide event. The hype train usually begins
a couple of years in advance, often through a teaser trailer
that gives us a glimpse at what to expect and on some occasions
what could basically be considered a high
resolution gif with a title drop
followed by years of silence. In the run up to the big day,
we get to see some longer trailers, developer diaries, gameplay footage
and if we're lucky, maybe even a demo. We're also encouraged to preorder games
to secure our copy as soon as possible, even if it's a digital version
with no stock limits. But in exchange you can get
some bonus stuff like exclusive items or maybe a collectible
if you purchase the physical edition. Then the special editions like Delu
xe
or Ultimate editions, where if you pay more, you get more stuff. Whether it's worth it is subjective,
but generally I'd say no. But nonetheless,
it's tempting for many players When the big day comes
and the anticipation has reached its peak, millions of players try their best
to start playing as early as possible, staying up past midnight to be there
when the digital version unlocks or refreshing the tracking updates
of the physical delivery. You load up the game - after a modest
day-one patc
h downloads, then you and other players
around the world get to be part of a major event, to be involved in a grand conversation. Share your experiences, ask for and offer tips, make memes, fan art,
videos, streams and more. It's almost like a long awaited
celebration, but even the biggest of celebrations can turn sour
if the smallest of things go wrong. It's sadly become all too common
that major game releases have been released
in less than favorable conditions. Issues like unstable performanc
e,
bugs of all shapes and sizes. Server issues for online games - or, worst of all, a game that's not as good
as you thought it would be. It can be demoralizing, to say the least. If you spent months or possibly years
following an upcoming game in the hopes that it'll be as amazing as the developers
say it is and bought into the hype generated by other players, if the game falls even slightly
short of expectations, the feeling of disappointment
can be strong, and some players regrettably become
unreasonably angry
to the point where they start harassing developers or anyone else involved in
the making of the game, for that matter. A disappointing game isn't necessarily
a bad game. It's just not the game
that people expected it to be. And the expectations people have for many
triple-A titles can be immeasurable. Something which I'm sure puts an intense amount of pressure
on the people who make these games. However, triple-A
games are made under a mandate to appeal not only to the largest
audience possible,
but to publishers, investors, shareholders,
and to be released by a deadline - that all important release date
chosen to ensure their game is available
to purchase at the optimal time of year. Usually in the run up to the holidays
or around springtime. And that release date is often
non-negotiable. Even if the developers feel
that the game isn't ready yet. The release of a game,
whether it's disappointing or even good, can also be hampered by the inclusion
of aggressive monet
ization - something which I spoke about at length
in my previous video - where players are regularly reminded
in the game's menus that if they want their character to look nicer or gain
some gameplay benefits, if they pay more than the initial cost of entry,
they can enhance their experience. The common defense for this
from publishers, developers and even some consumers, is
that games are expensive to produce, so they need to make money where they can. There is, however, some truth to this game
production has some eye-wateringly high costs, but there's a reason behind that, that isn't always due
to the demand of players, but an industry that's perpetuated
the belief that they're a necessity. But more on that later. It's fairly well known at this point
that the video game industry brings in a ludicrous amount of money
from consumers. It's by far the highest grossing
entertainment market in the world, earning more than the movie and music
industry combined, something which has been an o
ngoing
trend for years now. The industry for video
games has been growing steadily pretty much since Nintendo
entered the market in the 1980s and shows no sign of stopping. The average age of a person who plays
games regularly is around 35 years old, a demographic which has a somewhat decent amount of disposable
income to spend on luxury products and even though there was a significant
amount of stigma towards gaming as a hobby in the nineties and 2000s,
their popularity has never really waned.
We're now at a point in time
where around 40% of the world's population plays video games
and given that gaming as a hobby has essentially be normalized
among children and teenagers, that number is guaranteed to grow to the point where
the majority of the world will be playing. A growing market brings with it
the opportunity to increase profits exponentially through
whatever means possible, even if that means creating
and releasing a product that fails to deliver on all fronts. With triple-A gam
es,
if there's one factor that they all share is that they're largely designed
to appeal to the widest market possible. Almost every launch budget release
over the past two generations of consoles can be considered an action game
in which the player controls a character
that engages in combat against enemies. The form of combat can vary,
but ultimately, these games are people playing a protagonist
that beats the baddies. Of course, this can depend
on the context of a game story. I don't want to
paint with broad strokes
and say that every game is a story of good versus evil, since there are numerous
explorations of gray zones within games. But as objectives go in triple-A games,
it's generally a case of you versus them. The general progression in these games
is that you face stronger enemies the further you get face off
against bosses, add weapons or skills to your arsenal and travel
through new parts of the game's world. There are various ways in how these goals
are achieved, but big b
udget games, especially the more successful ones, tend
to follow this template. And I'd be lying if I said it wasn't an entertaining
formula, something I've enjoyed numerous times over. And I don't think there's anything
inherently wrong with that. There is an argument to be made, though,
that this template has become a problem. The familiarity is comforting
when you know what to expect from something,
you can still gain enjoyment from it. But it can put people in a position
where they become mo
re reluctant to see what else might be available
to them. For example, let's say there’s a person that when they want to eat dinner,
they go to McDonald's every time. Ignoring the potential nutritional issues
with a diet that's almost exclusively fast food,
the reason someone might make this choice is because they know
what to expect from McDonald's. They know and like the taste of a Big Mac. The fries, the supposedly
unique taste of their Coca-Cola, and if they fancy something
a bit different,
they can try other things off the menu, but still have some sense of familiarity,
- comfort. It's the same reason
why most of us have our comfort foods. I personally enjoy a good donut
when I'm in need of a pick me up like these apple cider donuts
that I made recently. One person's McDonald's may be another's
mac and cheese or grilled cheese sandwich. Familiarity is nice,
but it's also restrictive. The person who enjoys McDonald's
everyday may be comforted, but they're also missing out on the wo
rld of other amazing dishes
and potentially their new favorite food. Mass appeal products are kind of
like McDonald's in that you have some idea of what you're getting into
when you buy it. I don't mean to say that triple-A games
are as underwhelming as McDonald's, but they have become safe
on a mechanical level. Familiarity
is the enemy of experimentation, and even though big budget titles
have given us some great innovations,
both in gameplay and narratives, it's hard to say whether they help
the medium
grow in any substantial way. Not too long ago, games were much cheaper
to produce and quicker to make. They were made by smaller teams,
and although they were created with the intent of earning a profit,
there was less pressure to remain within the confines that were defined
by the market's more successful products. As such,
there was more room for experimentation. Creators were able to take advantage
of the opportunity to create games which consumers may not know that they would like
and would go on to influence and innovate the games that came after it, possibly
even creating entirely new genres. In other words,
developers had the privilege of being able to take a gamble and lose,
whereas in today's market, failure to meet expectations is often met
with major repercussions, including job losses, studio shutdowns, or
even an aversion to experimenting again. Leading higher ups to demand
that the future products they create
adhere to the demands of the mass market. Many of th
ese games were made to be loved
for what they were and not because they're similar
to other popular products on the market. Titles like Super Mario Brothers, Pokemon,
Final Fantasy 7, Metal Gear, Solid, Doom, Resident Evil, Half-Life,
Ocarina of Time, Shadow of The Colossus, Halo, Dark Souls
and more have all had their DNA included and altered in some kind of ways
in countless games that followed it, and they all have a place among the greats
for that very reason. Sure, some of them were expensi
ve
to produce, at least relative to the time and the size
of the industry during that period. But they were still a gamble. Conceptually, they were unique or
different enough to be considered a risk. For many - notably in the West - Final Fantasy
7 was a completely foreign concept, given that it was a turn-based combat game
where you waited, turns to attack your enemies,
but it sold extremely well, creating a massive legacy
which still continues to this day. Dark Souls came out at a time
in whic
h games had a growing tendency to hold the player's hand, tell them where
to go, what to do, and at the same time offer them a power fantasy
where they felt like an unstoppable force. Dark Souls, on the other hand, put you in
an overbearingly hostile world, gave you limited means of survival, no direction,
and had you learn by dying repeatedly. But despite all this,
it was a runaway success to the point where it and its predecessor, Demon's
Souls, created the Soulsbourne genre, which spawned num
erous imitators,
including Nioh, Lords of the Fallen, Remnant,
Lies of P and More. its success eventually resulted
in the creation of FromSoftware’s Elden Ring, the second bestselling game
of last year, which is quite shocking given that the modern market
is largely dominated by games which offer more accessibility in regards
to difficulty, and Elden Ring is not an easy game
for most people. Regardless of what its diehard fans
may say, The point being, creating games that aren't designed
from th
e ground up to appeal to the masses can lead to something special. I'm not the first to say this, but in general, the public doesn't
really know what it wants. It's only through giving them
something different that we can learn about their tastes
and we can learn about our own tastes. as much as you like McDonald's, it's
good to try another dish every now and then,
even if that means risking a bad meal. However, there's a problem with this,
and it goes back to what I said earlier. Making and mar
keting games
has become expensive, particularly in the Triple A space. With something like the movie industry,
production budgets and earnings are shared with the public, In most cases, though,
the cost of developing a Triple A game is kept as a secret
between the publisher and shareholders, making it truly difficult
to grasp the average cost. And that's without even factoring
in the marketing costs, which in many cases can be nearly identical
to production costs. But once again,
these are mostl
y a mystery. Just in the past few years, with inflation
taken into account, three of the top five most expensive games
ever have been produced, including Cyberpunk 2077 The Last of Us
Part 2 and Horizon Forbidden West. The latter two cost over $200
million to produce and Cyberpunk - according to the developers, CDProjekt Red cost $483
million, adjusted for inflation. Needless to say,
but that's a lot of money, enough to rival some of Hollywood's
biggest film productions. And with bigger costs
co
me bigger risks and a bigger need to mitigate that risk by creating products
with mass market appeal that play it safe by catering
to gamers’ desire for familiarity. One common criticism with PlayStation
exclusive titles like Horizon Forbidden West and The Last of Us series
is that there's too many similarities between them, and they follow a particular
formula, specifically high production, story heavy, character
driven action games where you play from a third person perspective in an open
or s
emi-open world setting. This is sort of been the case since Sony started finding momentum
during the PS3’s lifespan, and it was arguably kicked off
by the success of Uncharted 2 by developer Naughty Dog, who have since become the pedigree
for the PlayStation exclusive scene. These exclusives also happen
to be visually stunning to the point where you can practically see the budget
in every character model and environment. Now to be clear,
I'm not saying that these games are bad. Far from it. Some
of these are genuine
all time greats and personal favorites of mine, largely
because I'm a sucker for a good story. And many of these games
do a damn good job at telling one. I do have to ask though;
what are these games doing on a mechanical level
that makes them unique? How much are they experimenting
or trying something new? As much as I love some of these games, I do have to admit
that they are a bit formulaic. There's also the fact
that many of the big releases that we see these days are s
equels
from long established franchises, which is what you get when companies
become more risk averse and choose to leverage a preexisting audience
rather than funding a new, untested intellectual property
and hoping it finds success. The question we have to ask, though, is do
triple-A games HAVE to be so expensive and what could be gained
from making them cheaper? To the first question,
the answer is kind of a maybe. One of the problems with current
big budget game development is that many deem
it to be an unsustainable model. Ex CEO of Sony Computer
Entertainment America, Shawn Layden, who oversaw the releases
of numerous triple-A titles, said he believes that the industry needs
to reconsider the escalating costs of triple-A game development
and the kind of games that are produced. In regards to this,
Shawn said the following. and added. “I think the industry as a whole
needs to sit back and go, ”All right, what are we building? What is the audience's expectation? What is the best wa
y to get our story across
and say what we need to say?’” As many of you know,
the standard box price of a triple-A game is now $70,
which is a lot of money for most people. I find myself waiting for sales
more and more often these days because I can't really justify
the purchase of so many big game releases in a single year. But relative to the cost of inflation, the cost of a video game
hasn't really increased. Just ten years ago, 60 USD was worth
almost $80 at the current rate. But of course t
his can vary
depending on where you live in the world. Like in a recent case
where Steam's lazy, regional pricing exploded, the cost of games in countries
such as Argentina and Turkey. The problem is that many gamers
see high fidelity, high budget games as the norm now,
and some will go as far as avoiding or even ridiculing games that don't live up to the standard set
by its predecessors. Doing petty things like comparing
screenshots between them and older games to demonstrate
how the graphics a
ren't good enough. It's a obnoxious mentality
that doesn't help anyone, especially the developers who put so much of their time
and effort into creating these worlds. But gamer entitlement -
what more can you say really? The games industry is sort of in the
same place as the movie industry right now in spending massive amounts of money
on a small handful of big projects is safer
than spending less money on more projects. Something which sounds kind of absurd
when you say it out loud, But when yo
u've cultivated an audience
to invest in your brand, it makes sense from a business
point of view. You can put all your eggs in one basket if you've convinced everyone
that your eggs are the best 🥚 But as you can surmise, this means that
smaller and more unique projects end up taking a backseat, leaving the indie games
scene to pick up the slack. In that respect. I guess we can kind of
thank the triple-A market. The indie scene grew exponentially
as triple-A games became the norm. Because of th
at,
we've had some remarkable games that major publishers
probably wouldn't have touched otherwise. It also helps that digital distribution
made it far easier for game creators
to put their work in front of people. I'm not sure that games like Hades,
Celeste, Papers Please Stardew Valley, Lisa or Disco
Elysium would have even made it had the conditions not been right,
let alone be successful games. Aside from the intense amount of labor
that goes into making triple-A games with high fidelity
4K
resolution graphics, one big reason why they take so much time
and money to produce is because in general
they're very long games. If you search for almost any modern
triple-A title on Howlongtobeat.com, you'll find that pretty much every single
one of them takes about 20 hours or more just to complete the main questline and more
if you want to clear the side content. Now, it's understandable why this is
a selling point to a lot of people. If you're spending $70 on a game
that you want to get yo
ur mileage out of, for that much, it be disappointing
to be done with it after only 5 or 8 hours It would be like paying
for a full priced movie ticket and it turns out
the movie is only 90 minutes long, instead of your typical
two and a half hour plus runtime
like every damn movie seems to be now. Please, just make movies shorter. I've got stuff to do. 90 minutes is fine 🤷 There's nothing wrong with long games. For some, like, RPGs, it’s
somewhat of a necessity. But there are also games
where
the long runtime works against it. Either way, though, the normalization
of the 20 plus hour runtime has resulted in extremely lengthy production cycles
and, of course, rapidly inflating budgets. The gap between triple-A releases
from major studios can be as long as five years or more, which include sequels
with preexisting assets that can be ported or built upon from previous games
in the series, Or in the case of the finally announced Grand Theft Auto 6,
it can a 12 year window. You can probab
ly thank the cash
cow that is GTA online for that. Less frequent releases means less chances
to earn money for the studios, greater gambits,
bigger budgets and fewer opportunities for developers
to experiment with something different since they're stuck in lengthy cycles
of creating huge hits that adhere to the winning
formula established by the industry. I do not want to undermine
the work of developers. As I said, I truly believe that many
triple-A game releases are incredible, But I'm left wo
ndering how satisfied
THEY are by being a part of this. If you are someone who works in the
triple-A industry, then please feel free to share your thoughts in the comments
because I am genuinely interested. As we know at this point,
the life of a game developer isn't an easy one, thanks to the poor
treatment of game studios. But I do think it is telling how even big
industry names have left studios to work on independent projects
and escape bland corporate mechanisms. As I was working on this vi
deo, one
particular game kept popping into my head. 2019’s
Death Stranding by Kojima Studios, helmed by the legendary game
developer Hideo Kojima. Kojima created the Metal Gear
Solid series, considered by many, including myself, to be one of the best
video game franchises of all time. After a mysterious dispute
between Kojima and his long time employer, Konami,
he left them and created his own studio. It also didn't help
that Konami wanted to pivot into the mobile market
and pachinko machines le
ading to the cancellation
of Silent Hills, which probably would have ended up
being the best horror game of all time. But [clicks tongue] now it's gone 😞 due to his legacy as a prolific game
creator, Kojima created a new studio and Sony
funded the production of Death Stranding, but allowed him to do so with practically
no oversight or interference. They simply trusted that
he would make a good game because, well... he’s Hideo Kojima. Long story short, we ended up with Death Stranding, a game st
arring numerous Hollywood actors
like Norman Reedus, Mads Mikkelsen, who my wife has a worrying fascination
with Léa Seydoux and two of Kojima's favorite directors,
Nicolas Winding Refn and Guillermo del Toro. There was a very long run up to the game
with a handful of surreal trailers, leaving fans to speculate for a few years
on what the game was about and how it would play. Eventually, we found out that Death
Stranding was a long cinematic game in which you, as Norman Reedus’s character
Sam B
ridges, played as a guy who... delivered packages. People were a little split on the idea,
but nevertheless it was a Kojima game. So it must be good right? Well, it's not that straightforward. For many, a game where the majority of the time is spent
walking across fields and mountains while hauling a bunch of packages
on your back and appendages between lengthy cut scenes
wasn't an appealing selling point. There was some action
elements in the game, but they were limited as the story
makes it ve
ry clear that killing another person can quite
literally have catastrophic results. And considering that many triple-A titles
are sold on the back of the satisfaction of destroying your enemies,
it was a bitter pill to swallow. Depending on who you ask, Death Stranding
was either a great game or a boring game. Personally, I really liked it. There were a few embarrassing moments
like Sam and “Princess Beach”
having a slow motion run on the shoreline. More than anything, though,
I and many others
appreciated that the studio was given the opportunity
and budget to create something that wasn't designed to cater to a bullet point list
of what gamers currently like. Kojima has more clout than probably
any other game developer out there. He's so revered that his name is
put next to the game title on the box. Not everyone can be Kojima,
so they can't easily ask a publisher to write a blank check so they can make an
experimental title like Death Stranding. That's just the industry for you. The
$70 price tag may be justifiable
on the games that we currently get because of how they're produced,
but we could do things differently. Even though there is
a segment of consumers who like to whine about the visual quality of video games,
especially indie ones, they're a vocal minority, And they’re the ones that go out of their way to make game developers
and artists feel bad about their work. So, screw them. Games also don't have to be a 20-plus
hour experience. A short game is perfectly fine
if done well. And if we’re being honest, many people just don't have the time
to complete long games. Remember that the average age
of the person who plays video games is 35 years old, the same demographic
that works nine hour shifts and probably has to look after a kid
or two between those? A short while back. This tweet right here
got some widespread attention after the user said, “I want shorter games with worse graphics, made by people who are paid
more to work less. And I'm not kidding.” An
d you know what? They're right. The games industry is booming, right now,
but like any entertainment industry it's not immune to being toppled
or being reset. From the 1930s to the late 1950s,
the Hollywood film industry was thriving under
the stewardship of five major studios. But as movie budgets skyrocketed
and they couldn't convince enough people to buy tickets,
it all came tumbling down. The video game industry may have produced
some of the most profitable
entertainment products of all time
, but even the largest of monuments
can be toppled. All it can take
is a handful of failed games and the landscape of gaming as we know
it could transform dramatically, and as that happens,
people will lose their jobs. Studios will shut down in an effort
to protect the bottom line. Because of that situation, though,
Hollywood started taking risks again by hiring young filmmakers
with fresh ideas. And it turned out the people loved them. Steven Spielberg,
Martin Scorsese, George Lucas and others
revitalized cinema
and went on to create what many considered to be
some of the greatest films all time. Great things can come from change,
even if that means taking risks
and possibly losing along the way. The games industry, as it stands,
can afford to take a few risks, and they don't have to spend $200 million
each time that they want to do so. Shorter games with lower production
budgets can be great and they can be sold cheaper,
meaning that people don't have to worry about regretting
burnin
g a $70 hole in their wallet. I'm not an expert on business
by any means, but hedging your bets on $200
million products, no matter how safe it might seem,
doesn't guarantee success. Like how right now people are becoming
tired of the superhero genre leading some movies, barely breaking
even when you take into account marketing budgets. A smaller budget game not doing well isn't the end of the world though,
when you have the wiggle room to fail and if you end up with the next big hit,
then the r
eturns can be huge. Just look at the success of this year's
Baldur’s Gate 3, a title which Microsoft believed that barely
anyone would care about Glowing reviews, and word of mouth
helped the game explode in popularity, despite it being a cRPG,
which is a very old fashioned genre. But now it's scooping up
a bunch of Game of the Year awards. And although I wrote this before
most of those awards were handed out, I included that in this
because I'm confident in it happening. [Whispered] Although pe
rsonally,
if I'm honest, I think Tears of the Kingdom
was Game of the Year... so good. Major publishers wouldn't dream
of releasing a game in such a niche genre in this day and age because they believe
that people wouldn't like it due to it not being as accessible
as your typical Triple A title. But it turned out that not only did
people want to play it, but they were starving
for something different. So if you start seeing more games
like Baldur's Gate being released by companies
such as EA or
Ubisoft in the near future, you have Larian Studios to thank for that. Or blame... more than likely blame 😔 Like anything else in life, it's good to occasionally
step out of your comfort zone. So if you're bored of the landscape
of gaming as it is, try more indie games. Play something that you didn't think
that you would like but others love. You never know if something is for you
unless you try it. Much like you, I'd rather not see
developers, artists, programmers and everyone else who makes g
ames
lose their jobs just so the industry can crumble
and be rebuilt as something else. But I do know that no matter who you are,
familiarity can breed contempt and that game companies
should treat change as an inevitability instead of something
that they need to throw money at to avoid. Thank you very much for watching. If you enjoyed the video, then please
don't forget to click the like button, and if you don't mind, a subscribe
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forget to click the notifica
tion bell because YouTube's bad at... you know, being YouTube. I'd like to thank the patrons
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offer a special thanks to the following. Thank you all very much. Your support
seriously does help me keep going. If you'd also like to support the channel
and get ad-free early access to new videos,
then visit Patreon.com/Salari. Any amount goes a very, very long way. You can also check me out
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me after the new year
I'll be switching to streaming on YouTube since... well, you're all here
anyway, so look out for that. Thank you once again. Happy holidays. Happy New Year. And he is to a hopefully peaceful 2024. Take care 💜
Comments
Hey there, thanks for checking out the video! If you fancy supporting the channel (or helping feed our cats), then you can do so on Patreon: https://www.patreon.com/Salari If you'd like to help in a way that doesn't involve money, then doing all the algorithm stuff is appreciated; clicking the "like" button, commenting, subscribing (plus notifications), and any other stuff YouTube demands that creators ask for over and over again 💜
This is honestly the main reason why I never pre-order games and just patiently wait to see if it holds up, since a lot of games now are very rushed and buggy and they also never keep their promises that they make.🐱
Let's not forget last year's Stray. Who would think people would want to play an apocalyptic story as a ginger cat that interacts with robots??
As an indie game Dev, we have the freedom to experiment without the higher up breathing down our necks.
"You can put your eggs all in one basket if you've convinced everyone that your eggs are the best" I've never heard it put so eloquently, regarding the tendency for companies to spend more on less projects...
70 dollars isn't the price of a mega game. It's the starting price of that game.
I think the cost and scale of AAA games has to shrink back at some point in the near future. There’s only so many times you can spend the GDP of a small nation on a software project that can’t make its money back
The stockholder model of business is antiquated, in no normal world would one not be content with a steady, reliable stream of money. It's the need for constant growth every three months that's strangling a lot of businesses, especially creative ones. When you're mandated by law to be the leviathan then nothing is off limits given enough time. I imagine we'll see more game dev co-ops or at least privately owned ones.
I think the games industry is well overdue for another crash, because the current attitude that surrounds the whole industry is severely stunting the creativity of game developers and harming the people that work hard to create these experiences. Every single year I see more and more SLOP get announced, put together using default Unreal Engine 5 assets and the same exact gameplay formula. If the scene collapses under its own weight, it'll be a deserved death, and indie developers deserve to be treated way better than they are.
My neighbors daughter works for Naughty Dog, all I can say is that it’s a constant back and forth fighting between the developers and the higher ups.
This is something I've wondered about as well. I'm already morbidly curious how much GTA 6 or the next Elder Scrolls game will cost. Especially as the demand for hyper-realistic graphics and physics engines increases, it's going to inflate those budgets and time scales even more. It'll be interesting to see how it all plays out, but I just hope the indie market can balance this out some.
Aliens Colonial Marines is probably what killed game hype for me. I don't let myself get excited for video games anymore until I have them in my hands.
I've been so content with baldur's gate 3 that I've put off getting more games. that may be bad to hear for developers and studios, but if you've got a really solid game, you can spend more time making the next one great too
This is why I never pre-order, I just wait a year and get it for half the price and in a playable state.
My broke ass has never been able to partake in the gaming culture, but it's nice hearing a profound stance on the industry.
Another reason is the cinematics, cutscenes are expensive and that because the medium wants to immitate another industry that has it own expenses to that formation of telling a story, so because gaming needs to tell a story they copy a formation of another industry to tell it...which is expensive.
The biggest problem with gaming right now is it became too corporate, once they saw how much money there is it just became all about the money, no point in making a great game when you can just make once that's mediocre or better yet, make a shit game and just sell it on marketing. I'm willing to bet that just like me many gamers tried various different games and over the years we just saw what types we liked best, so it's not necessary that we're too comfortable with one type so we don't bother venturing outside of that.
It's insane to me that CRPGs are considered niche when D&D is more popular than ever. The game industry seems to think all the fans of a genre just lose interest in it when it's not prominent for a while. Everybody who bought Dragon Age didn't just cease to exist.
As much as 3A games get ramped up, people are enjoying games a single dude made in his basement just as much. Nothing is going to happen to the "industry" unless your talking about indies destroying behemoths that don't deserve to exist in the first place.
C-level, board, share holders and marketing are literally 90% of the total cost... marketing alone can double the cost... for what, it's a fucking scam.