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Comment by Hamuko

5 hours ago

Is the talent not vanishing backed up by data? The gaming industry has always been an extremely brutal industry, and I wouldn't be surprised if the low wages, long hours and zero job security permanently burn out some of the talent.

I don't have inside knowledge but have followed Bioware (given how many of their games live rent free in my head)

1 - 2017 they cut from 500 -> ~350

2 - 2023 went from 350 -> 200 that included a bunch of very senior people including the OG writer of Baldur's gate Lukas Kristjanson

3 - Early '24 cut down to 100 skeleton crew as the writing on the wall for DA Veilguard sales materialized (sold about 1.5m vs 3m projected)

  • Note that the 1.5m number given for Veilguard was for the vague term "engagements" rather than sales, so there's additional padding going into that figure.

  • And veilguard was an abomination of corporate groupthink based on some perceived cultural zeitgeist. I couldn't finish it the dialogue was so painfully cringe.

    • Weird, I have a friend who's a hardcore DA fan, and he liked it, but told me it's very different.

      Tbh, I think the issue is that old RPG designers understood players have very different values and goals, hell they even wrote some academic articles on it:

      https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_type...

      The devs of today played the games of yesterday, and felt that the game catered to them, and then sought out making a game like that, but they didn't put in the effort or consideration to appeal to other kinds of players.

      And turns out there's economics involved - while people playing shooters want to shoot people in general, RPG players are a diverse bunch with different needs, and if you don't scratch the itch of a certain subgroup, that's part of the audience gone.

      Which results in a bomb - a game made for 20% of the playerbase will sell 20% of the copies, and will be a flop.

      1 reply →

https://www.youtube.com/watch?v=s5qKN2Yxaok&t=1s

Halo went from <200 people making a game from scratch to >2k people making the same game on an engine (without multiplayer) - so the design scope is even smaller now.

I don't get how you can lower the scope, have 10x the staff, and still overwork yourself - I mean, I certainly think it's possible, but that speaks of colossal mismanagement.

I mean the graphics got better (not that anyone cares, people still play old games, if graphics were a true differentiator, people would say new games are better because they look better, but they don't).

This is very hard to explain - and so expensive it's actively killing the industry.

  • It became a corporate job instead of a smallish team excited about building the games they wanted to play.