I'm sorry. I just don't even know how to begin explaining why the assumption that it is all the developers fault is wrong.Kamille Bidan said:Developers have dug their own hole. From the NES days they have ingrained in the consumers that they want continually better graphics and better looking games. Just look at Nintendo's 80s Zelda commercial [http://www.youtube.com/watch?v=vumQ-D06ppg] or the infamous Atari Jaguar [http://www.youtube.com/watch?v=nxuna944dls] commercial, which stressed to consumers that a high bit number meant better looking games (it doesn't). Granted, it's easier to market good graphics over good game design or engaging and immersive gameplay but the side effect is that this has set consumer expectations to the point where Developers have either priced themselves out of the market or cannot attain their ridiculous standards. The kicker is the average gamer honestly doesn't care. If a game doesn't look like shit, they will probably buy it, there is no need to spend massive amounts of money on tiny, unperceivable, minute details.NKRevan said:Digging their own hole? I guess you can lay blame on both ends of the coin, but I really, really can't blame dev's alone for the expectancy of consumers. Consumers ALWAYS wanted more realistic graphics (not every one, but a lot of them). So dev's delivered.
I agree with Journalists. They are part of the "problem" as it were.
This is not how it works. The majority of team members go into the art department and programming. And that's not just because developers THINK they need that many people, it's just a matter of how much can one person realistically do. Some of the best games made in whose opinion? Critics? Public? Consumer?
How many games by small teams do you think pull down enough money to break even? How many hundreds of failures for every ONE Minecraft/Braid/Super Meat Boy? And not because the games are bad necessarily, but because they fail to capture the audience. It's just really not seeing the whole picture if you think that AAA Blockbuster titles are a problem that could just be done away with.
And again, I do not doubt independents can make great games with little budget. But they cannot make AAA Blockbuster games. Now you and other people can tell me that that doesn't matter, because all that matters is that the game is good, but that would be silly. If anyone here claims they would never enjoy a good AAA Blockbuster title (and they exist, please don't do that whole, all AAA games are bad anyway thing), they are just trying to simplify the problem.
As for small teams, the vast majority of Nintendo's pre-Wii output was made with teams of no bigger than 30 people (given how much of New Super Mario Bros is basically cut-and-paste, I'd say a fair amount of their Wii/Post-Wii output as well). Team Ico have never had any more than 30 people working for them at a time (The Last Guardian aside, that has worked pretty well for them.) Treasure always work in small teams. Rare, even in their Microsoft days, always managed to make a game with about twenty people. There are probably plenty of others. Team size has nothing to do with lack of success in the Independent sector. Independent games usually lack promotional budgets, due to being independent. The biggest obstacle with anything independent is ignorance, people either love your stuff or they don't know/care about it.
The problem with AAA titles is that they are vastly over-produced and the publishers vastly over-estimate the market. They're willing to throw money around on more man-power than they need, perhaps in the erroneous belief that more people means the game will get made faster (the new Metal Gear has been in production for about three years and has a large multinational team. Meanwhile games made with teams of twenty get made almost just as quickly) or the game will be better (in actuality having so many people pushing and pulling on a project means game quality tends to be lower). Frequently you hear about how games need to sell five million to turn a profit or else they're considered a failure and now we're hearing how companies like Microsoft are assaulting consumer rights because they aren't making enough money to line the money pool any more.
Of course success in the independent game sector has nothing to do with team size, but you won't see a AAA game coming out of the independent sector. And I don't care how much people here claim otherwise, there ARE good AAA games and fans WANT good AAA games, not because publishers have conditioned them to want them, but because people like different things and some people like 120 minutes of motion captured video sequences and professional VO and hundreds of thousands of animations and detailed worlds and all the whistles and bangs that you will NOT see from an independent title and cost a huge amount of money to make.
I'm not even arguing that publishers and developers aren't at all to blame for these things. Of course they have some part in the problem of out of control budgets. But to assume that we can just go ahead and only make games on the scale of independent projects is ridiculous.