Views : 4,139
Genre: Gaming
Date of upload: Jan 2, 2024 ^^
Rating : 4.61 (31/287 LTDR)
RYD date created : 2024-02-02T01:03:22.14016Z
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Top Comments of this video!! :3
They can definitely get rid of these meaningless side quest. Give me a solid 10-15 hour experience with a few meaningful side quest for an overall 15-20 hour package and I’ll be more than satisfied.
Also spending time on things that have extreme diminishing returns like making individual blades of grass move realistically needs to be reduced or eliminated.
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I personally think announcements of games super early needs to stop as well. Tons of developers do that shit all the time, I can only imagine how much money went into games like skull and bones, and it’s not even out yet. Imagine a game being announced when you first enrolled at college, and you graduate and go for a masters and it’s still not out💀
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#JACKISRIGHT
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Ghost of Tsushima had a relatively small budget for a "AAA" experience but it was definitely a game that could have been shorter which in turn could have lowered the budget even further. The 3rd act could have been cut down. I was lowkey done after the 2nd act tbh. The open world activities in GoT werent engaging enough to justify the time spent running around to do them in that world. GoT is a great game, It probably my 2nd fav game from last gen but its def one of those games thats a tad bit too long imo
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The reason why these games are expensive is because development is longer than usual. Spider-Man 2 cost $300M because the team got a salary increase (because of the first game's success), and the game was in development for five years, unlike the original. The simple answer is to make these games in less than four years.
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I agree with your point but the comparison to RDR2 makes no sense. As you mentioned Rockstar can afford to do this. But more importantly, no other game has tried to do the features you mentioned so it's not an industry problem. Red Dead 2 has more immersive sim elements compared to other open world games. I think the answer is to scale down on cinematics/motion capture and focus on tighter gameplay and level design.
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I think it's better for a game to be shorter and replayed multiple times than a long game that can be played once. Then you never touch it again.
Games structured with a mission/chapter setup have that advantage of replaying multiple times while keeping things saved are nice. I've replayed so many AC6 missions so it's been a nice setup.
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The thing is that developers aren't always aware at the start what part of the game will end up good. The filler might simply be the part that was developed earlier and wouldn't be a cost-saver by scrapping it. I see more to gain by simply making less AAA-games and restricting their budget a bit. For the price of an AAA-games you can make 10 games with a substantial budget that will ultimately result in risk diversification. They can afford a couple of those games not being successful while just one AAA-game bombing can mean the developer shutting or scaling down.
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@king-4882
4 months ago
I wonder why most big studios are located in the most expensive cities in Cali. They be having good salaries but the cost of living over there is crazy.
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