Tanner Glass
kiwifarms.net
- Joined
- Oct 27, 2016
Well, you made me look like an idiot, I genuinely have nothing to add back about those examples.
The one thing I will say though is that if anyone here really thinks that an industry crash will save videogames as a medium, then either you'll have to be extremelythat something as catastrophic as that will in any way save the market or the videogames industry (and by extension, the entertainment industry and the economy) must be so royally fucked that to destroy the industry and build it back from scratch is the only way to make it function.
Personally, I prefer the option where thousands of people don't lose their jobs and there's plenty of opportunities and platforms for people to start creating genuinely good ones.
Sorry, didn't meant to
I can't speak for everyone, but I don't expect a catastrophic crash in the video game market nor do I think it would save it. However, as "AAA" titles get more "expensive" to produce (those are in quotation for games like FO76 and Mass Effect : Andromeda which were obviously asset flip cash grabs) and return less profit, some people will simply leave the sector and focused on more scaled down productions.
I would like thousands of people to have jobs but it isn't really tenable the way the industry is right now, and when smaller studios try and branch out or size up they frequently die a horrible death instead of simply remaining a small studio. While there are tons of examples, the most obvious and recent one to me was Telltale Studios.
Telltale, if you don't remember, made a Walking Dead adventure game in the same vein as King's Quest. They were a small and productive studio before that point, working with a few publishers and had a studio of ~40 people. Walking Dead sold like gangbusters and people who had shares in the company decided (without any kind of knowledge or passion) that if Telltale were to make more games, that they would make more money. So a small studio that had one large successful project found itself with ~300 employees trying to get out games on a much, much faster schedule. The rest, as they say, is history and that studio is now closed and all projects effectively shuttered.
The main takeaway for me in that example is that people without passion cannot gauge a market, especially a market they themselves are not a segment of. Telltale games, even when they were firing them out at breakneck speed were generally well received. The problem was, while very few people liked Adventure games like Telltale made, substantially fewer people wanted to play multiple Telltale games in succession. It's very hard to find anyone who played multiple Telltale games, much less people who have played all of them. If they didn't get overly ambitious and were able to gauge the market, they would still likely be a company today. But, someone had assumed that the success of The Walking Dead was easily repeatable and that the studio had found a way to find amazing success every time it put an entry and saw dollar signs.
A huge red flag that Telltale was done for was that no other studio bothered to try and copy their success, meaning they had done some level of market research and decided it wasn't worth the risk. Compare that to the huge swathe of "Battle Royals" out now after H1Z1 and company got popular, or how many "Digital Card Games" are popping up after Hearthstone, and how many "Online Battle Arenas" showed up after DOTA got traction.
That tale repeats across other studios, either struggling or outright killed and it's been that way for years. This is not the environment for video games and their creators to flourish in.
EDIT - I know more people who have played every David Cage game and can't think of anyone who has finished every telltale game. Cage's games are horrible but they don't come out twice a year.
Last edited: