fuckin' this, im sick and tired of devs making games with a checklistScrumpmonkey said:The problem was money. There was a mindset that the only games that made money were 'blockbuster' games and in the HD generation that meant pouring tens and more frequently hundreds of millions of dollars into every single game. In the traditional model of the console industry you pretty much needed a publisher of at least medium size to see a retail release. This in turn led to publishers having a monopoly on content which they exerted with increasing force.
The artistically bankrupt empty suits at the publisher basically do this:
Step one; Mission Creep
"If you add multiplayer we will get Halo/ Call of Duty players, add multiplayer or else we are shelving you"
"We need the game to be as 'cinematic' as the competition or we will look old hat. do that"
"The budget is now spiraling out of control but don't worry, big budget games never fail."
"Since the budget is so high we are uncomfortable with the risks we feel you are taking, stick close to this focus group tested formula and we won't lose any money"
"GAME X is making billions! I know we are already a year in but make our game more like GAME X"
"CORE ORIGINAL IDEA X isn't working in this new framework. Lose it."
Step Two; Developer Destruction
"What do you mean you don't like the game you're making anymore? We've sunk millions into this now, you no longer get a say in it. It's our money."
"We're not happy with the progress your team is making, we're installing some of our publisher guys to oversee the final part of the project"
"We need to have DLC ready for day one to make our money back, lock this content on the disk and take some guys off the main game to work on more DLC. It just makes business sense."
"We're adding freemium elements to the game. They make more money."
"This game needs to be huge. We're doing a $100million marketing campaign"
Step Three: Reality Bites
"The mood in independent previews and on community sites is hostile to the game. We need an 8.0 or more on metacritic. Send the PR guys to gag them!"
"What do you mean backlash? The game isn't even out yet, how can people hate it!"
"The game has launched. Reviews say it is polished but very generic, the scores are not great. They must be wrong. We made the right business decisions. And blacklist that Jim Sterling, he only gave us 6/10!!"
"We sold millions of units but not as many as we projected based on Call of Duty numbers We're not paying you. You must have failed. We told you do make the game this way, you must have messed it up. We're firing half of your team. "
"FOUNDING MEMBER X is leaving the company now the project is complete. The original team and developer has now either left or been merged into another studio. Your IP is now being farmed out as a mobile game"
Step Four: Ignore reality
"We're a multi billion dollar publisher, the game was made according to our strict formula or what makes money elsewhere but it still failed. We're much smarter than those below us therefore the developer must have failed us. Next time We'll make them do it even more our way if we're not going to fail again"
It's partly the same mindset that has driven the Mobile gaming space into the ground. The indiustry is filled with a box factory mindset where if you copy everyone else and stick to the formula you can't lose money. Any other ideas are tossed out in favor of a process that isn't creative and purely driven by ideas that have nothing to do with the actual game design.
-it must be cinematic
-it must cost 60 bucks
-it must have multiplayer
-it must have DLC
-dont support mods! theyll only steal our DLC sales!
-make it more like a shooter!
i mean fuck, when are they going to learn, when the consumer base tells you, "you are doing it fucking wrong!" maybe you should listen to it