| 13:34:56 23 May 2013
On forum: 11/21/2008
Why not go for greatness instead of run-of-the-mill?
Because, by and large, we live in an age of mediocrity, with this mediocrity being driven by an obsession with the massive bottom line (as opposed to being happy with a tidy, if relatively small, profit, or simply breaking even).
The problem with trying to launch for the stratosphere when you have this Great Attractor at the bottom is that the very best you will do is reach somewhere in the middle (mediocrity), most likely because you've had to strip out or compromise on all the great things to keep the bean-counters happy with their profit margin calculations.
Of course, flip that around and you can see the need to make tons of money over and above the break-even point. It's one thing to have a project break even or turn a small profit, but where then does the funding come from? (I know that, in itself, is simplistic, because massive profits tend to go to shareholders, 'partners', and so on rather than being retained by the dev house.)
It's probably why a lot of the better/riskier/'groundbreaking' stuff is (again) coming from 'bedroom enthusiasts'. It's all a bit Back to the Eighties.
In the meantime, you get some big(gish) players falling by the wayside (THQ) because the stuff they influence and put out is no better than OK - or could have been epic but was chucked out riddled with bugs and incomplete scripting (SoC, which actually made it a modders' paradise - I think ).
Of course, in theory, if you make something that's undeniably brilliant, the tills will ring like church bells at Christmas anyway. However, accountants, by their nature and certainly by nurture, are very risk-averse and like to map everything out to the nth degree where possible (which is a pointless and actually impossible task due to all the variables, but nevertheless, they insist on trying).
I'll shut up now.
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| 15:36:32 23 May 2013
On forum: 04/01/2007
Exactly. I think that video games are art. And that like any other form of art, greatness comes from the vision of the artist/s. |
But big AAA publishers these days are so concerned with the bottom line and pleasing their shareholders, that they don't allow the devs to express their vision any more. They want games designed by marketing research and focus group, not by artistic vision. And it shows.
Most AAA games are becoming a grey mush that try to be all things to all people, instead of trying to be great to a slightly smaller audience.
Essentially, the bean counters would rather have 5 million people say, "Meh, it looks okay, I guess I'll buy it," than have 4 million say "Wow, that game looks amazing!"
| 08:38:56 1 April 2014
Bishop and Councilor of War
On forum: 12/04/2002
Message edited by:
I’ve really enjoyed myself. Survarium’s early offering is strong. It plays well and it looks beautiful. Good things. There are moments of frustration, which I will come to in a moment, but it’s a pleasing and fierce start, and one that bodes well for the future.
A counter-point to these annoyances is the sheer beauty of the thing. Yes, we’ve all fallen hopelessly in love with ruined wastelands before, but this really is exceptional. And it’s the first time in a couple of years I’ve looked at my graphics card and known the poor thing is soon destined for my Dad’s PC. Survarium at full whack is a beast, and a beautiful beast, and beautiful excuse to buy another fresh wad of roaring silicon. Oh yes, the map designs and large, lavish, and swamped with horrible detail. It’s exactly where I want to be fighting, and if the free-roaming parts of the game look anything like this then it’s going to be a marvel.
Ce n'est que pour vous dire ce que je vous dis.