130°

The Fall of AAA Developers: Bigger Isn't Always Better

With the closure of Irrational Games and Sony Santa Monica canceling an original title 4 years into development, are large AAA game studios becoming obsolete? Titanfall, indie games, and Kickstarter are all changing the way games are being made. GamerzUnite charts how these changes have been 7 years in the making.

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gamerzunite.com
DanielGearSolid4130d ago

I just wish devs/publishers would stop spending so much money for no reason

3-4-54130d ago (Edited 4130d ago )

Dev's I have a solution:

* Don't take 5 years + $100 million dollars to make a game.

Instead do this:

* 4 games @ $50 million a piece.

- That is still a lot of money for one game, and you can now experiment with 4 new IP's instead of just one.

You get 5-6 years worth of experimentation all done within like a 3 year time period.

If only 1/4 succeeds then you win. You didn't need to spend extra, and you got to try out more ideas than any AAA dev before you in that same time period.

* If 2 or 3/4 end up being good, then you now have 2-3 games you can make a sequel from.

All of this because you stopped trying to spend so much money and time on JUST one game.

We need more games, lots of games, lots of quality games that are creative.

* GET RID OF SHAREHOLDERS

colonel1794130d ago

The day AAA games die, is the day consoles die, and that is not going to happen anytime soon. SSM cancelled a game just like any other developer does. Doesn't mean anything and definitely doesn't mean that AAA games are dying.

GSKerns4130d ago (Edited 4130d ago )

Ken Levine, Keiji Inafune, Cliff Bleszinski, David Jaffe, Peter Molyneux, Fumito Ueda, Vince Zampella... all either quit/fired and working on smaller games. I think that means something.

colonel1794130d ago

Well, if the future of gaming is $1 mobile games, then that's the day I quit gaming forever.

Soldierone4130d ago

Not entirely. A majority of those left the studio, but the studios are still making games.

Ken was just outright a jerk about what he did and there was no reason in the world to shut down IG. Their publisher just wanted tighter deadlines and more profit, he didn't like it and jumped ship, but decided to look back and sink the ship so no one else could control it....

A lot of the other guys are also full of themselves and think of themselves as gods of gaming. Not all of them, but most. If anything this just means publishers are losing control, not that the industry is crashing with AAA's. I mean why sell your soul to EA when you can just ask Kickstarter for money?

GSKerns4130d ago (Edited 4130d ago )

@colonel179 Mighty No. 9 and Titanfall are $1 mobile games?

and after these people left... were the studios/franchises any good? Gears of War: Judgment, God of War:Ascension, Call of Duty MW3/Ghosts... yeah these studios are so much better off without these no talent egotistical jerks.

3-4-54130d ago

Dev's want their creative freedom back, and they can't have it at AAA studios they are all forming indie studios with AAA talent.

* They make more of the money, they get full creative control, they also have some of the best talent working for them.

It's the best of everything.

We will see more cool art styles and more beautiful scenery in games from indie dev's then we ever will from a AAA dev.

The AAA Dev's that give their people time and creative control are the ones who will succeed.

Too many "money" guys at the top of these large companies making ignorant "money" decisions that are almost in the WORST interest of the gamer.

CanadianTurtle4130d ago (Edited 4130d ago )

I have to agree that quite a bit of developers have left the industry for smaller and more personal projects. But we still have lots of talent left to last us this new generation of games. Naughty Dog, Bungie, Ubisoft, and such are still around! I feel like after these big guys are leaving the industry, then I'll also leave the console business and switch to PC games.
But until then, I'm looking forward to buying a PS4. It's too early in the new generation life cycle to say that AAA games are dead.

Ck1x4130d ago

It will make a lot of these publishers more gunshy when it comes to new untested IP's. Just look at Ubisoft and the Assassins Creed franchise. The yearly installments will soon make people tire of even seeing the next game being announced.

levian4130d ago

Just keep bringing the new IP's! I'll play mostly anything that isn't an FPS, racing game, sports game, or arcade style fighting game! ... Okay I guess that's like 50% of games, but hey.

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90°

Epic Games Asks Judge to Force Apple to Unblock Fortnite on iOS

The saga of the legal battle that sees Epic Games fight Apple in the attempt to bring Fortnite back to iOS has just gained another chapter.

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simulationdaily.com
PapaBop31d ago

Damn, I'm going to need to restock my popcorn if this keeps up.

230°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

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dsogaming.com
Vits44d ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK44d ago

But will it have micro-stutters?

Vits43d ago

But of course, even compatible with VRR, so you can really feel it.

rlow143d ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac43d ago (Edited 43d ago )

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel43d ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

barom43d ago

@1nsomniac Going digital did make things cheaper though. Games are dropping in prices at much faster rate than before and you’ll find plenty of sub $10 games on sale all the time, whereas before we had to wait for “greatest hits” label. Not to mention the indies basically have a levelled playing field now.

Pyrofire9543d ago

In the same way that you make all these assumptions and judgments on the future of UE, I see you making these assumptions and disregard any opinion you hold.
I see no value.
There is nothing constructive, just ire on what was and the willingness to believe nothing will get better.
You have given up on the possibility of joy and will not find it.

Profchaos44d ago

Will it have games or just more decade long projects

IanTH44d ago (Edited 44d ago )

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH43d ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen43d ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH43d ago (Edited 43d ago )

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen43d ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno43d ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

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100°

Thank You for 20 Years of God of War - A Tribute to Kratos

Playstation - "Join us in celebrating God of War’s 20th anniversary by looking back at the incredible journey Kratos has taken throughout the last two decades.

On behalf of everyone at Santa Monica Studio, we’d like to thank all of the fans who have supported us over the years. You are the ones who have made it possible for God of War to reach this milestone and we’re more grateful than we can ever express that you’ve given us the chance to keep creating.

Dandalandan11787d ago

Where's the remaster/port of the Greek Saga?

micdagoat1986d ago

On PS3? they "remaster" games that are barely 5 years old. We can't even play the ones from PS3 natively right now on a PS5

micdagoat1986d ago

Sony has been so quiet about that its annoying. I have no idea why they wouldn't

spicelicka86d ago

As much as I love the new God of war saga, I really miss the scale and epic set pieces of the OG games :/

SonyStyled86d ago

Thank you Mr. Jaffe. Few franchises stay relevant for 20 years. Thank you Stig, and Corey too