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Designers of last year’s Marvel’s Spider-Man 2 used the processing power of the PlayStation 5 so Peter Parker’s outfits would be rendered with realistic textures and skyscraper windows could reflect rays of sunlight.

That level of detail did not come cheap.

Insomniac Games, which is owned by Sony, spent about $300 million to develop Spider-Man 2, according to leaked documents, more than triple the budget of the first game in the series, which was released five years earlier. Chasing Hollywood realism requires Hollywood budgets, and even though Spider-Man 2 sold more than 11 million copies, several members of Insomniac lost their jobs when Sony announced 900 layoffs in February.

Cinematic games are getting so expensive and time-consuming to make that the video game industry has started to acknowledge that investing in graphics is providing diminished financial returns.


It was clear this year, however, that the live service strategy carries its own risks. Warner Bros. Discovery took a $200 million loss on Suicide Squad: Kill the Justice League, according to Bloomberg. Sony closed the studio behind Concord, its attempt to compete with team-based shooters like Overwatch and Apex Legends, one month after the game released to a minuscule player base.

“We have a market that has been in growth mode for decades,” Ball said. “Now we are in a mature market where instead of making bets on growth, companies need to try and steal shares from each other.”


Ismail is worried that major studios are in a tight spot where traditional games have become too expensive but live service games have become too risky. He pointed to recent games that had both jaw-dropping realism — Avatar: Frontiers of Pandora (individual pebbles of gravel cast shadows) and Senua’s Saga: Hellblade II (rays of sunlight flicker through the trees) — and lackluster sales.

  • sculd@beehaw.org
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    2 months ago

    Looks at Balatro, the game I spent most time playing this year. Or Vampire Survivor, the game I spent most time playing last year.

    Yes, they did! They certainly misread the market!

  • JokeDeity@lemm.ee
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    2 months ago

    Guess I’m alone, I really do love good graphics, I love getting lost in the digital world… I’m just not going to pay $100 per game for that experience. It’s the endlessly growing list of shit they want you to buy on top of buying the game itself that’s destroying the video game market. Every new game that comes out has DLCs and expansions and season passes and skins and bullshit bullshit bullshit. Piracy is back in the rise because all the corporations forgot and got too greedy again.

  • Lanthanae@lemmy.blahaj.zone
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    2 months ago

    Many people (including me) consider the best game of 2024 to be Balatro.

    Balatro. A game made by one guy who legitimately didn’t even think anyone other than his friends and family would buy it.

    AAA studios do not understand what people enjoy at all.

    • DdCno1@beehaw.org
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      2 months ago

      Balatro is 1) a fluke, an exception, a rarity and 2) not something big studios could even possibly replicate. What would be the point of a big studio trying to make a game that one developer can pull off? The closest the likes of Ubisoft in particular are getting to games like Baltro are their Indie-esque side projects that parts of their bigger studios engage in on the side, like Valiant Hearts. Those can never be enough to finance a big operation though.

      • Lanthanae@lemmy.blahaj.zone
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        2 months ago

        You’re missing my point and arguing against a strawman here. All I’m arguing is that the things AAA studios focus on (like hyper-realism) are not the things that make a game fun, and AAA studios sound be putting fun as the focus.

        • DdCno1@beehaw.org
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          2 months ago

          I’m not arguing against a strawman, but against someone who might want to look into this topic a bit more closely. Balatro sold two million copies less than Star Wars Outlaws. People obviously want flashy spectacle more than tight mechanics - it’s just that even those higher sales figures weren’t enough to compensate for the bloated development budgets. That’s the real lesson. The old method of spending more and more money to make more and more money isn’t quite working anymore - not that people don’t want pretty graphics anymore (because they still do want those more than basic Indie art).

          • Lanthanae@lemmy.blahaj.zone
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            2 months ago

            Yeah you’re still not even contradicting what I’m saying, you just think you are. You’re arguing against positions I don’t hold lmao.

      • Ulrich@feddit.org
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        2 months ago

        Balatro is…not something big studios could even possibly replicate

        …and why not?

        What would be the point of a big studio trying to make a game that one developer can pull off?

        …money?

        • DdCno1@beehaw.org
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          2 months ago

          …and why not?

          Because Balatro is a single developer’s vision realized without compromise, without producers, writers, tech people, art directors, etc. all meddling with the production in the usual “design by committee” approach that large studios are using. This kind of game can only exist as a solo or very small team project.

          …money?

          The mantra of big studios and publishers is to spend lots of money to make lots of money. Balatro sold a mere 3.5 million copies over the course of a year, for a price of $14. That’s just $34.3 million taking Steam’s 30% cut into account. Huge money for a solo dev (especially given that the budget was just $125,000), but both the sales figure and the sales revenue are in serious flop territory by big studio standards. Star Wars outlaws underperformed at 5.5 million copies sold, since it cost hundreds of millions to develop and market, including having the highest marketing budget of any game ever made. To put this into perspective, this means they spent significantly more than $150 million (the usual figure for a top of the line AAA game these days) on marketing alone.

          You can not generate the kind of money that large publishers and studios need to survive with little Indie games.

          • Ulrich@feddit.org
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            2 months ago

            “design by committee” approach that large studios are using

            They don’t have to use that.

            This kind of game can only exist as a solo or very small team project.

            That’s just very clearly wrong.

            You can not generate the kind of money that large publishers and studios need to survive with little Indie games.

            Wrong again. If anything, only large publishers can lose the kinds of money that they sometimes do.

            • DdCno1@beehaw.org
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              2 months ago

              Okay, I’ll bite: Since I’m very clearly wrong about everything, show me a large studio that doesn’t use the design by committee approach, makes small games on Indie budgets and survives on that.

  • Ulrich@feddit.org
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    2 months ago

    They’re simply drawing all the wrong conclusions here:

    even though Spider-Man 2 sold more than 11 million copies, several members of Insomniac lost their jobs when Sony announced 900 layoffs in February.

    The layoffs don’t mean the game or company were unsuccessful, it means they found other ways to eliminate those jobs.

    Warner Bros. Discovery took a $200 million loss on Suicide Squad

    That’s nothing to do with graphical fidelity, it was a shit game that followed up a shit movie.

    Sony closed the studio behind Concord

    Lots of potential reasons for this. If you ask me, they released a $30 game into a genre chock full of “free to play” games.

    Personally I appreciate “cinematic” games but titles like Balatro and Stardew Valley (neither of which I own) are proof of the simple fact that making games that are actually fun to play is far far more important, and far more profitable.

  • schizo@forum.uncomfortable.business
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    2 months ago

    What, you mean you don’t play games and go “Well that looked great! Well worth my time!” like an awful lot of the AAA game industry appears to think gamers do?

    Huh.

    Seriously though, I’m curious how we ended up in the make-shit-prettier race and not a make-the-writing-good, or make-the-game-actually-fun, or even things like make-more-than-two-dungeons (looking at you, Starfield) race.

    Especially given the cost to me, personally, to keep upgrading my GPU has reached an untenable level: I’m sure as crap not paying $2000 for a new GPU just so we get a few extra frames of hair jiggle or slightly better lighting or whatever.

    • Dark Arc@social.packetloss.gg
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      2 months ago

      Graphical realism is an easier metric than good writing or fun.

      All MBAs, in all industries, need to be done away with.

      • DdCno1@beehaw.org
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        2 months ago

        It’s also far easier to reliably create at scale. It’s relatively easy, with enough money and experience, to create art and programming teams that each make their own horse testicle textures, but how do you compartmentalize the creation of fun?

    • underisk@lemmy.ml
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      2 months ago

      People from outside the industry have seen a profit opportunity and decided to invest. As investors, they think they’re smarter than everyone else, even the people they pay to do things for them. Since they have no attachment to games as a medium they’re wowed by flashy visuals, and since investors have the money you need to produce a game, you cater to their tastes if you want to get paid.

      • Lauchmelder@feddit.org
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        2 months ago

        That, and I think graphics is the easiest part of a game to min/max. You can take any pile of garbage and hire a couple animators, 3D artists etc etc to make it look gorgeous, but it’s difficult to find someone who can write a really good story every single year for a release

  • t3rmit3@beehaw.org
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    2 months ago

    Most executives at large publishers aren’t gamers. Pretty pictures are more likely to entice them than deep mechanics. They could assign 5 people to make a game like Balatro or Stardew Valley, but they never would because they don’t work like that, they came up through the MBA route and think in terms of enterprise software development lifecycles. Also, “making money” isn’t good enough for them, they want to make so much money that they can pay themselves millions of dollars despite never actually contributing to the game.

  • Plume (she/her)@beehaw.org
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    2 months ago

    It feels like very few progress was made graphically in the last eight years. We’ve reached a plateau. I mean, STAR WARS: Battlefront (2015) to me is as good as it gets and that was almost ten years ago. We used to have massive leaps in graphics all the time, but that’s no longer the case.

    The big difference is that, that game ran at 60 fps on the Xbox One and the PS4. Games barely look better or as good as this, but are atrociously harder to run. That’s the big difference. The death of optimization and the “just throw more hardware at it” era.

  • socsa@piefed.social
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    2 months ago

    Photorealism just puts a lot of constraints on gameplay mechanics and art direction.

  • kbal@fedia.io
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    2 months ago

    I spoke against the need for realistic graphics last time the topic came up, and I’ll say a word in favour of it now: It’s pretty awesome having realistic lighting and shadows when you’re admiring the scenery in Skyrim. My 6600 can barely keep up, but the work it’s doing there is fully aesthetically worthwhile. The same can’t be said for every GPU-hungry game that comes out, and it may not have the central importance that it used to, but nice graphics are still nice to have. I say that as someone who appreciates NetHack at least as much as any new AAA game.

  • BlackLaZoR@fedia.io
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    2 months ago

    Did executives misread the market?

    The problem isn’t detailed graphics, the problem is shit performance. The new generation of UE games look average, and require ridiculous hardware + upscaling to run smoothly

  • thingsiplay@beehaw.org
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    2 months ago

    Realistic does not equal to good looking. In example Zelda Breath of the Wild looks good, but its hardly realistic. And if all games are very realistic, then it gets a little bit boring, as all games start to look the same. The AAA gaming industry is too much focused on lip sync, realistic faces, grass and puddles. I don’t feel like getting lost in a game, but more like watching a movie. It’s so boring to me (I’m looking at you Red Dead Redemption 2).

    • JohnnyCanuck@lemmy.ca
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      2 months ago

      I’ve always disliked how washed out BotW looks. It’s like they could only process limited colours so they reduced the contrast and everything is light grey with a hint of colour.

      • richmondez@lemdro.id
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        2 months ago

        I think the point is that it would have still been a fantastic game if it hadn’t sunk a load of money into looking like a movie.

        • socsa@piefed.social
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          2 months ago

          In fact, the “cinematic” shit was the worst part of it IMO. There were gameplay segments where it got very tedious.

  • Gamers_mate@beehaw.org
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    2 months ago

    I am literally playing minecraft without any of those shader texturepacks because I kind of prefer games not being ultra realistic. If being realistic was more fun than we would not need games to have fun because we have real life which is as real as you can get.

    • jarfil@beehaw.org
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      2 months ago

      Texture packs or not, IMHO the key point is they’re optional, not a requirement for the game to be playable. Games that depend on photorealism, are bound to end up in deep trouble.