NKRevan said:
WHile I don't fully agree with Mr. B here, I think some people are a bit ignorant when it comes to the whole budgets thing.
The budgets for games have not exploded just because dev studios want to do that or because they don't know different. There are a lot of factors, including, the people buying the games, who expect high end graphics. Yes, the Escapist may go ahead and tell me that no, graphics are not a seller, but anyone who says that is fooling themselves in regards to the mass market and the mass market is where the money is.
Fact is, to make a AAA Core Blockbuster game these days, you need a massive amount of people. With the industry being made a better place to work at, these massive people require a lot of money to be payed. That's not even going into middleware, which you need unless you want to stretch development time and thus costs again.
Cliffy B is, IMHO wrong, that used game sales don't have a place in the industry at all. But saying huge dev budgets are only the fault of developers/publishers is ridiculous. Do realize that the market expects standards and those standards have become increasingly expensive to meet.
Publishers/Developers have dug their own hole here. It's like when Disney said that they won't be making any traditionally drawn 2D animation because there's no demand for it. Well studios like Disney set the demand and they flood the market with 3D CGI features, which means that's what people will go to watch. If Disney flooded the market with traditional 2D features that's what people would watch, and there would be no demand for 3D CGI films.
It's exactly the same thing here. Developers keep spending tons and tons of money on expensive graphics technology, so that's what people expect. There's also an added element, and that is the role of Video Game 'journalists' who emphasise elements like graphics and sound when they struggle to say anything good about the game. As a result, publishers/developers think that graphics and sound (and not good game design for instance) are something they can fall back on.
As for team sizes, they're part of the problem. Developers think they need absolutely massive development teams to make a good game, with the result being that there's a lot of pushing and pulling in different directions. When something goes wrong with a game, large teams mean the publisher either needs to fork out billions of dollars to fix said problem, which would take a lot of manpower as well, or else the problem goes unresolved and they release these problematic games as is. The irony is that some of the best games ever made were not particularly revolutionary in the graphics department, and had teams of about 20 people, all of which would do a little bit of everything. Treasure for example, small studio but they usually make great games and the big reason is because the team size is small and focused.
Spending in the games industry is out of control, the people here aren't wrong about that, the fact that independents can make great games with far lower budgets and far less man power is probably proof of that statement.