funny thing, why do you think devs want raytracing so badly? its not just b/c it looks better, its cheaper too b/c you dont have too do backed lighting.
back to the point, lets assume game pass has 1 million sub, not outside relm of possabilty, that 10mil a month, or 120mil a year. you could make six AA games with that. honestly the roi on massive AAA games hasnt made much sense for awhile, just look at how well games like remnent from the ash is doing. that game cost what, 20ish mill to make?
and often the devs just get the funding for the project and a small percentage/royalties. the rest goes to publishers."We struggle to make games at $60 so we need micro transactions (then loot boxes and gambling). But also we make more money than every other entertainment industry combined."
seriously lol, like I have to ask: do the people that say they just been playing gamepass all year and bought zero games have any standards?That depends entirely on if you save much or any money at all. Game Pass is fine for those who aren't too fussy about what they play and just want stuff to play in general, but if you're after specific purchases and titles, unless they're Microsoft first party, there's simply no guarantee they'll end up on Game Pass in the first place, hence if the specific games you want aren't on the service, you may not have saved any money.
1. Doesn't actually address the point.
2.
3. Video games have been $60 since 2001. If they had kept up with inflation we'd be paying $87 these days.
4. "Microtransactions are awful, clearly making games cheaper will fix this problem!"
(Though, honestly, the only thing that would stop those practices at this point is people simply not buying into them)
Er...I mean sure but it's also a legal right. It's still functionally real.
Video game prices haven't risen because publishers don't want to price themselves out of the market. Wages are pretty stagnant and raising the base price would just lead to a sharp decline in sales.1. Doesn't actually address the point.
2.
3. Video games have been $60 since 2001. If they had kept up with inflation we'd be paying $87 these days.
4. "Microtransactions are awful, clearly making games cheaper will fix this problem!"
(Though, honestly, the only thing that would stop those practices at this point is people simply not buying into them)
So do I, I also rent movies instead of buying or going to the theaters, I'm sure they enjoy my money too. The idea of XGP is subscriptions for either $10 or $15, which in the longer term makes them way more money, then a single buy it now price. The market is headed that way whether you think they can make money off it or not.I also like playing high quality AAA blockbusters like CP2077, God of War, Horizon, Spiderman, UC4, TLOU 2, etc. and $1 a month won't be enough to fund games like these. A sub model like GP works well for AA/AAA microtransaction heavy games but it has yet to prove itself it can sustain the rest of the AAA gaming industry in the long term, and I don't think it can.
Eehh. a single person can make a game, but the scope of AAA games these days you need teams of hundreds of devs costing up to a few million a month in wages alone (people don't work for free and when it comes to the AAA industry, they often live in dev hub cities with high living costs) and the scary part is that wages typically arent great unless you are a director/management or programmer/engineer and even then they would make almost twice as much in any other tech industry.I'm not an economist or anything, and people have made good arguments rebutting that games should cost more, so I'm not going to try.
I'll just say that it can cost nothing but time to make a near AAA quality game today. You can make a big seller without even knowing how to fully program (just scripting). A single person can make thousands (millions?) without the aid of even a publisher, physical media distribution, etc.
Costs to make a game have gone astronomically down since the 80's and 90's. Not to mention costs of living have gone up considerably (you could see the doctor without losing your ass in the process).
Just look at how much money these companies make year over year. It's like how computers got cheaper over time. The cost to make them went down and so did the prices.
You say this like packaged $60 titles aren't selling millions of units every year. Look at Spider-Man or Red Dead 2. Hell, even games like Minecraft sell a ton at retail.Even with subscription services to hide the $60 price tag, how do paid package games become THE thing the way Halo 3 or CoD4 was when they are competing with such high quality free games playable on many more devices? Maybe it's time to start giving away multiplayer and an episode of the campaign away for free like the shareware days.
I'm sorry but GamePass hasn't proven this to me yet. It may work for MS but MS also happens to be one of the richest companies in the world, and their AAA output this gen has been rather weak compared to Sony and Nintendo's. Sony and Nintendo have been charging full price on their games for decades and I'm currently more than happy with their model especially since I get to own their games and not rent them.So do I, I also rent movies instead of buying or going to the theaters, I'm sure they enjoy my money too. The idea of XGP is subscriptions for either $10 or $15, which in the longer term makes them way more money, then a single buy it now price. The market is headed that way whether you think they can make money off it or not.
Jim Sterling has actively argued against this point and has said that games cribbing their monetization mechanincs from F2P games should, in turn, be free.It's funny that the market keeps driving price expectations down, yet people like Jim Sterling trot out "make games more expensive" as a magical solution to microtransactions.
honestly the difrence between 50 and 100 mill doesnt raise the quality of the game much. my game of gen is still neir anamata, which cost 16 mil to make. I know I am in the extreme minority, but I would take 5 neirs of just about anything coming out of the AAA space.Eehh. a single person can make a game, but the scope of AAA games these days you need teams of hundreds of devs costing up to a few million a month in wages alone (people don't work for free and when it comes to the AAA industry, they often live in dev hub cities with high living costs) and the scary part is that wages typically arent great unless you are a director/management or programmer/engineer and even then they would make almost twice as much in any other tech industry.
Dev cost have not gone down, budgets of 100 million dollars to develop a AAA game are the norm.
Tools being easier making it more accessible for small groups of people (indies and solo devs) to make games give the illusion that development got cheaper. in reality it didn't.
Eehh. a single person can make a game, but the scope of AAA games these days you need teams of hundreds of devs costing up to a few million a month in wages alone and the scary part is that wages typically arent great unless you are a director/management or programmer/engineer and even then they would make almost twice as much in any other tech industry.
Dev cost have not gone down, budgets of 100 million dollars to develop a AAA game are the norm.
Tools being easier making it more accessible for small groups of people (indies and solo devs) to make games give the illusion that development got cheaper. in reality it didn't.
Yeah that's true, the scope of games is pretty intense these days. Not even counting millions of assets compared to the past. Though look at Death Stranding. I think Kojima said his team was like ~80 people. I'm sure it'll show in some ways, but that's still pretty good.
I'm not an economist or anything, and people have made good arguments rebutting that games should cost more, so I'm not going to try.
I'll just say that it can cost nothing but time to make a near AAA quality game today. You can make a big seller without even knowing how to fully program (just scripting). A single person can make thousands (millions?) without the aid of even a publisher, physical media distribution, etc.
Costs to make a game have gone astronomically down since the 80's and 90's. Not to mention costs of living have gone up considerably (you could see the doctor without losing your ass in the process).
Just look at how much money these companies make year over year. It's like how computers got cheaper over time. The cost to make them went down and so did the prices.
And this has what to do with my point?Video game prices haven't risen because publishers don't want to price themselves out of the market. Wages are pretty stagnant and raising the base price would just lead to a sharp decline in sales.
The whole existence of Deluxe editions and season passes is based around getting more money out of consumers who have the means and willingness to pay more without pricing out the average consumer.
If publishers thought raising prices was a good idea, they would do it. There is no rule stopping them. They aren't doing it because it's a bad idea.
from experience a core team sits often around that numbers (projects I worked on sit between 50 to 70 people for a core team) but then close to release it is common to expand drastically with contractors to get the work done on time. Also you can see with death stranding, looking at the world that most of it is procedural generated terrain/foliage placement etc. Its a smart approach, with most work going into coding the various interconnecting systems and less custom story events and containing those to the scripted in game cutscenes.Yeah that's true, the scope of games is pretty intense these days. Not even counting millions of assets compared to the past. Though look at Death Stranding. I think Kojima said his team was like ~80 people. I'm sure it'll show in some ways, but that's still pretty good.
Sweet. I too enjoy owning my games, but I also rather own my movie rentals, but price doesnt allow that to happen, gamepass lets me play newest games at 15% of cost and much more. I'll stick with it.I'm sorry but GamePass hasn't proven this to me yet. It may work for MS but MS also happens to be one of the richest companies in the world, and their AAA output this gen has been rather weak compared to Sony and Nintendo's. Sony and Nintendo have been charging full price on their games for decades and I'm currently more than happy with their model especially since I get to own their games and not rent them.
I'm glad GP works for you and I'm sure it works for many others as well but like I explained in my previous posts, it's not something I have any interest in supporting. I rarely go back to watch movies after I've seen them the first time so for me a rental/sub service works well there, and even then I end up buying the movies that are my favorites. With games, it's very different for me. If I enjoy a game I'll go back to play it repeatedly over the years, so you can see why owning games is way more important than owning movies for me.Sweet. I too enjoy owning my games, but I also rather own my movie rentals, but price doesnt allow that to happen, gamepass lets me play newest games at 15% of cost and much more. I'll stick with it.
I would agree with you. AAA doesn't mean how good a game is, it is often higher production value, putting most effort into better graphics since that is the easiest to effectively scale up, which is also where you see most time/money being spent in art assets when you talk about the AAA industryhonestly the difrence between 50 and 100 mill doesnt raise the quality of the game much. my game of gen is still neir anamata, which cost 16 mil to make. I know I am in the extreme minority, but I would take 5 neirs of just about anything coming out of the AAA space.
You get a20% discount on games leaving the service, buy the games you want to replay.I'm glad GP works for you and I'm sure it works for many others as well but like I explained in my previous posts, it's not something I have any interest in supporting. I rarely go back to watch movies after I've seen them the first time so for me a rental/sub service works well there, and even then I end up buying the movies that are my favorites. With games, it's very different for me. If I enjoy a game I'll go back to play it repeatedly over the years, so you can see why owning games is way more important than owning movies for me.
While I may watch a favorite movie of mine 4 or 5 times, a favorite game of mine I go back to play hundreds of times over the years. A game rental service like EA Access, PS Now or XGP doesn't work for me because over time games are rotated (although I have to give MS credit for keeping their first party games on XGP permanently). I can't go back a decade later and be guaranteed that my favorite game is still on the service like I can do with my older games on retro consoles.
Yo Polygon I just dropped 60 on Link's Awakening, did I fuck up?
I wonder what this would mean for game budgets, development time, and microtransactions if everyone decided 60 dollars was too much. I don't think everyone wants this future. I definitely feel like things are about to get ugly.They're right. There's just so much shit to play, why bother with a day 1 release. I have a few games I'm already involved in, I can wait a few months.