marlin29311 wrote:Assassin's creed 2 had 450.
Which is
F**KING ridiculous. FOUR HUNDRED AND FIFTY PEOPLE? No. Not necessary. If you can't develop a worthwhile game with less than 200 people, that's YOUR problem. That's exactly what I addressed above: over-investing in mediocre games and then expecting gamers to pay your entrance fee is A BAD SITUATION. How the HELL does it take 450 people to develop AC2? Valve doesn't even employ that many people TOTAL, and their people are divided up into separate dev teams for separate projects. Runic Games employs around 25, and they sell Torchlight for $20!
Nope, like I said, the model you're using to defend games prices is NOT NECESSARY, and not defensible. I mean, I could hire 1000 people to develop some random game, but that doesn't mean I needed 1000 people, or that I deserve to profit on such an unwise investment. Just because you make a game doesn't mean you get to make the arrogant assumption that you deserve to profit. Make good games, do it well, or find another industry to leech off of.
Why do you think so many games get the ax pre-release? Because of the fact that the pricing and sales are not going to be enough to support the sale of the game. If the dev is not going to be able to put food on the table, they're not going to make it.
It all comes down to what you invest in the game's development. If you can't be efficient, that's not the customer's problem. Learn to develop, noob.
The point is, I didn't make them develop those games. THEY MADE THE CHOICE TO TAKE THE RISK. And it's exactly that: a risk. They can't use my wallet as gamb|ing insurance. There are plenty of developers out there who manage to remain extremely profitable on only one or two or a handful of franchises. If you can't make it work, that's probably a pretty good sign you need to find a new job. It's NOT a good sign that I should be paying more for games to fund more trial-and-fail on your behalf.
I know you look at everything as a gamer.
Honestly, I don't believe I do. I think of everything in terms of development, which is if anything a more critical viewpoint. I know what it takes to make games on a variety of scales, and I understand the decisions that go into making games a reality on store shelves. And that's the perspective I criticize from. If you read most of my critical gaming posts, you'll see a lot of that. Why did they make this decision? Why did they not do this here? Don't they understand that this is a bad move? Etc.
I criticize every game from a "If I made this, how would I have done things and why" standpoint. Which is exactly where I'm coming from here.
Do I look at the business side too much? Maybe. But $60 is certianly a sustainable and acceptable price point. $15 DLC and $10 pre-owned game royalties are another story though...
Not the business side, but the profit side. Putting profits before other concerns is part of the problem with the modern gaming industry at large. When you put your product first, and do a good job, profits will follow. I know the world as a whole has largely adopted the profits-first viewpoint, but I still don't have to be happy that games have taken this turn.
Make a good game. Profits will follow.