“There is indeed pressure from the market because the standards in terms of production values, length of experience and knowledge of our medium from customers are going up,” Clerc says.
This is another important piece. Games that used to be linear and 8-15 hours are now open world and 60-80 hours long (often to their detriment). Most of the biggest games are designed to be played forever, which means it’s coming at the expense of buying or playing new games. And development cycles are exceeding 5 years when they probably ought to be aiming for under 3 years.
The industry is making games with riskier development cycles, adding features that arguably don’t make them any better or more marketable, and they’re designed to make it actively hostile to the next person trying to sell a game to the same customer. It’s no wonder it can’t sustain the current trajectory.
There is always a market for smaller more focussed experiences. They are cheaper to make, so easy to make profit on. But, they want to turn every game into open world, microtransaction laden shit fest. A good example is Diablo 4, which literally removed genre standard features to make the game more tedious. Throwing hundreds of millions on a single massive game shouldn’t be a standard.
I love open world games, but I wouldn’t mind playing smaller games like older CoD campaigns too.
I’m not fluent in Diablo parlance, but essentially it makes it harder to work toward the gear you want because they don’t give you as much storage for the items you can’t fit on your person?
This is another important piece. Games that used to be linear and 8-15 hours are now open world and 60-80 hours long (often to their detriment). Most of the biggest games are designed to be played forever, which means it’s coming at the expense of buying or playing new games. And development cycles are exceeding 5 years when they probably ought to be aiming for under 3 years.
The industry is making games with riskier development cycles, adding features that arguably don’t make them any better or more marketable, and they’re designed to make it actively hostile to the next person trying to sell a game to the same customer. It’s no wonder it can’t sustain the current trajectory.
There is always a market for smaller more focussed experiences. They are cheaper to make, so easy to make profit on. But, they want to turn every game into open world, microtransaction laden shit fest. A good example is Diablo 4, which literally removed genre standard features to make the game more tedious. Throwing hundreds of millions on a single massive game shouldn’t be a standard.
I love open world games, but I wouldn’t mind playing smaller games like older CoD campaigns too.
Which are those? I’ve heard that they nerfed fun builds to make the grind as long as they intended, but not whatever you’re talking about.
https://us.forums.blizzard.com/en/d4/t/inventory-space-fix-it/83940
This one. D4 shitty inventory system which was a big step backwards.
I’m not fluent in Diablo parlance, but essentially it makes it harder to work toward the gear you want because they don’t give you as much storage for the items you can’t fit on your person?