Baldur's Gate 3 dev says AAA is "perversely fascinated" by indie games, because those devs still understand how to make good ideas that aren't reliant on data
-
Certainly not the worst, I think they have good quality control. Quite similar to Disney, they are makers of good quality and safe products, able to satisfy the mass.
In addition to a number of products that push boundaries of whatâs possible in the industry.
-
Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.
I just like to make the cute farm go brrrrrrrr. Honestly, Iâm annoyed that marriage (or âroomieshipâ with the monster) is required to 100% the game.
Even in your case, itâs still about feelingsâalthough different ones: youâre expressing yourself through your farm, instead of focusing on the romance. âSee, myself, this is what I built! Good job, me.â and the likes.
Neither is the ârightâ or âwrongâ emotion, mind you. But a game needs to trigger at least some within you, to be a good game. And thatâs what corporations donât get: theyâre chasing mensurable things. More graphics, presence/absence of a mechanic, even gameplay length can be measured; but you canât really measure someoneâs emotional experience.
-
I will give you that the first iteration of a series, like Mario Kart, is innovative, but the 16 next iterations, not so much. While Nintendo doesnât make Pokemon, they are the publishers, technical platform provider and co-owner of the Pokemon Company, they would have all the leverage necessary to push the Pokemon games to innovate if they were interested in innovation.
Donkey Kong Bananza just came out.
Mario and Zelda games are constantly innovating.
Your complaint doesnât align with reality.
-
In addition to a number of products that push boundaries of whatâs possible in the industry.
That star wars sequel really was somethingâŚ
-
That star wars sequel really was somethingâŚ
Which made billions of dollars for them, that they then put towards things like Andor and Encanto and at least a third to half of the more recent Pixar movies.
No oneâs saying they donât also produce shit, but often that shit bankrolls the things that arenât.
-
Honestly Iâd like it if the Balders Gate 4 was a little bit more like COD.
SoâŚSkyrim?
-
Let your devs explore their wildest dreams! Nintendo gets it. Too bad they have too mny legal sticks up their assâŚ
Idk why people are giving you shit on that, youâre right. Not necessarily indie-level right, but people hired to do the next Mario or Zelda are given remarkable freedom. I read up on the BotW development and they pitched their crazy idea, got green lit, and when leading their team they took suggestions from every part of the team (quite literally, artists, marketers, localization specialists, etc.). If I could remember the link Iâd share it, but itâs straight up good AAA management.
Though, to be fair itâs really team by team and itâs quite possible they got lucky with some of these. There are plenty of misses, after all. Iâm kinda glad Iâm off the Nintendo bandwagon after the whole Yuzu/Ryujinx legal crap.
-
So then sit back and let the makers make their shiâoh we donât need so many MBAs anymore? Oops!
we donât need
so manyMBAsanymoreFixed it for you
-
This post did not contain any content.
Yâknow, from a risk assessment standpoint, you canât be too surprised they over rely on data since AAAs cost so much to make an a flop can lose millions, and sometimes even billions of dollars. Mediocre can still sell, and you and I both know they arenât doing it for art or expression.
I do want to make one other point about survivor bias, though⌠there are plenty of crappy indie games, too. We focus a lot on the greats (and trust me, I hunger for the Silksong) but it makes up a pretty small percent in a world where everyone can make something. I sometimes will spin up a random game from regrettable purchases (like, indiegala bundles or those âmystery gameâ purchases) and some of them are really, truly horrible. I try to give is as much respect as I can, and sometimes I do find a few gems that nobody has played, but like⌠not every passion project is Undertale, lol.
Although tbh, I like streaming a bad game for friends because they can watch me suffer, haha, so I still appreciate the, uh, effort.
-
Even in your case, itâs still about feelingsâalthough different ones: youâre expressing yourself through your farm, instead of focusing on the romance. âSee, myself, this is what I built! Good job, me.â and the likes.
Neither is the ârightâ or âwrongâ emotion, mind you. But a game needs to trigger at least some within you, to be a good game. And thatâs what corporations donât get: theyâre chasing mensurable things. More graphics, presence/absence of a mechanic, even gameplay length can be measured; but you canât really measure someoneâs emotional experience.
On that we can agree. The game is great at giving players a plethora of paths and options.
-
This post did not contain any content.
I think itâs more that the megacorp business model is fundamentally incompatible with making good video games. Their only reliable competitive advantage is money, they can spend more on a single project. But if they spend so much, they canât go as risky as indies go. A ton of indies publish shit games, itâs just that some are absolute gems.
Point is, AAA games can only match indies in originality if they are okay with tanking the IP and the studio just to make something original. But since they are megacorps, they will never be okay with that. The also canât amortise the risk over a lot of small projects, because then they lose the ability to outspend indies and would have to compete with them directly.
Itâs like a sort of inverse economies of scale.
-
They also miss really bad why those games become popular on first place.
For example, the text mentions Minecraft, and all that âcraftingâ trend. What made Minecraft great was not crafting - it was the feeling that youâre free to express yourself, the way you want, through interactions with the ingame world. If you want to build a huge castle, recreate a wonder you love, or a clever contraption to bend the worldâs rules to do your bidding, you can.
Or, letâs pick Undertale. Itâs all about the mood, the game pulls strings with your emotions. Right at the start the game shows you Toriel, sheâs a really nice lady, taking care of you as if she was your child. And being overprotective. Then the game tries to make you kill her, and your first playthrough youâll probably do it. And youâll feel like shit. Then you load the save back, and⌠the game still remembers. Youâre still feeling like shit because you killed Toriel.
Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.
Itâs all about feelings. But corporations are as soulless as their âartâ; and game corporations are no exception. Individual humans get it.
They made it so you couldnât save scum killing her? lol
-
Honestly Iâd like it if the Balders Gate 4 was a little bit more like COD.
This is a no-go unless COD has a fortnite death ring. Add 30 of those and maybe we might have an original idea on our hands.
-
Donkey Kong Bananza just came out.
Mario and Zelda games are constantly innovating.
Your complaint doesnât align with reality.
I like how no one mentioned watered down donkey Kong rockband.
Anyone arguing against the fact that theyâre milking dust out of their financial cow is delusional.
-
They made it so you couldnât save scum killing her? lol
You can save scum and sheâll be back, but one of the characters highlights it:
Clever. Verrrryyy clever. You think youâre really smart, donât you? In this world, itâs kill or be killed. So you were able to play by your own rules. You spared the life of a single person. Hee hee heeâŚ
But donât act so cocky. I know what you did. You murdered her. And then you went back, because you regretted it. Ha ha ha haâŚ
And the whole game is full of situations like this. Highlighting that your actions actually have some impact, even if you can reload or start a new game.
-
They also miss really bad why those games become popular on first place.
For example, the text mentions Minecraft, and all that âcraftingâ trend. What made Minecraft great was not crafting - it was the feeling that youâre free to express yourself, the way you want, through interactions with the ingame world. If you want to build a huge castle, recreate a wonder you love, or a clever contraption to bend the worldâs rules to do your bidding, you can.
Or, letâs pick Undertale. Itâs all about the mood, the game pulls strings with your emotions. Right at the start the game shows you Toriel, sheâs a really nice lady, taking care of you as if she was your child. And being overprotective. Then the game tries to make you kill her, and your first playthrough youâll probably do it. And youâll feel like shit. Then you load the save back, and⌠the game still remembers. Youâre still feeling like shit because you killed Toriel.
Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.
Itâs all about feelings. But corporations are as soulless as their âartâ; and game corporations are no exception. Individual humans get it.
Stardew Valleyâs success had more to do with smart marketing than anything. The game has the exact same formula as Story of Seasons and Rune Factory, which are very corporate-run series, just not at AAA scale. The difference was Eric Barone cultivating word-of-mouth marketing via influencers and online communities to reintroduce the genre to the Western market (along with lucking into capitalizing on what was then a more nascent pixel art indie gaming trend).
Undertaleâs a good example, though (Iâll still note this particular example is a huge spoiler). I did the thing and it was a very fresh idea, and one of the best hooks Iâve seen in a video game. Thing is though, I doubt even 10% took that route to see it. Thatâs something the game has in common with Baldurâs Gate 3, which is full of those low-percentage moments. AAA devs donât like investing a lot of resources into things most people arenât going to see.
-
I think itâs more that the megacorp business model is fundamentally incompatible with making good video games. Their only reliable competitive advantage is money, they can spend more on a single project. But if they spend so much, they canât go as risky as indies go. A ton of indies publish shit games, itâs just that some are absolute gems.
Point is, AAA games can only match indies in originality if they are okay with tanking the IP and the studio just to make something original. But since they are megacorps, they will never be okay with that. The also canât amortise the risk over a lot of small projects, because then they lose the ability to outspend indies and would have to compete with them directly.
Itâs like a sort of inverse economies of scale.
They could go for more double A games. Still more budget than indies, not as risky or innovative, but not as big of an investment as AAA. Studios could work on new IPs in shorter cycles and smaller games, and eventually release big AAA sequels to the successful ones.
-
I think itâs more that the megacorp business model is fundamentally incompatible with making good video games. Their only reliable competitive advantage is money, they can spend more on a single project. But if they spend so much, they canât go as risky as indies go. A ton of indies publish shit games, itâs just that some are absolute gems.
Point is, AAA games can only match indies in originality if they are okay with tanking the IP and the studio just to make something original. But since they are megacorps, they will never be okay with that. The also canât amortise the risk over a lot of small projects, because then they lose the ability to outspend indies and would have to compete with them directly.
Itâs like a sort of inverse economies of scale.
The cycle of megacorps- this works in most industries with a lower barrier of entry.
First the industry begins as a bunch of small competing startups that build a shit ton of absolute trash. Eventually a few companies find the right formula and start to find some medicum of success. Innovation is rapid but quality is low.
Next the industry consolidates in a feeding frenzy of mergers and aqisitions. During this time innovation is high but demands for quality is also high. New startups are constant as the forming megacorps pay high prices to control innovation or suppress competition.
Then the consolidation reaches a peak. At this point innovation almost completely ceases as megacorps refuse to pay out any more. Quality rapidly decreases as the few remaining megacorps try to maximize profits. The entire industry turns to shit products and high prices.
The only thing that can save the industry from stagnation is government anti-trust action breaking up the megacorps into smaller competing companies like in the second stage.
-
Stardew Valleyâs success had more to do with smart marketing than anything. The game has the exact same formula as Story of Seasons and Rune Factory, which are very corporate-run series, just not at AAA scale. The difference was Eric Barone cultivating word-of-mouth marketing via influencers and online communities to reintroduce the genre to the Western market (along with lucking into capitalizing on what was then a more nascent pixel art indie gaming trend).
Undertaleâs a good example, though (Iâll still note this particular example is a huge spoiler). I did the thing and it was a very fresh idea, and one of the best hooks Iâve seen in a video game. Thing is though, I doubt even 10% took that route to see it. Thatâs something the game has in common with Baldurâs Gate 3, which is full of those low-percentage moments. AAA devs donât like investing a lot of resources into things most people arenât going to see.
Good marketing and luck do play their roles, but arenât enough by themselves. With those two but without pulling your emotional strings, SV wouldnât be seen nowadays as a âspiritual successorâ to Harvest Moon / Story of Seasons, but rather as a âcheap knock-offâ.
Doubly so for an indie game - indie devs donât have enough money to make shit look like ambrosia, unlike AAA studios.
Also note HM/SoS did not start as a corporate-run series. The formula was already there in the SNES game, developed by a rather unknown studio (Amccus). Apparently Yasuhiro Wada came up with the idea because he wanted to try something different, and heâs from a rural background.
Corporate is kind of lucky the formula is enough - to make someone feel proud of their farm (like in Echâs answer) or relate to the characters (interacting with them often, giving them gifts, seeing cutscenes etc.), otherwise it wouldâve ruined it with âmore graphics! 9001 love interests! 9001 crops! âŚwhat do you mean, the characters arenât relatable?â.
-
This post did not contain any content.
The suits always dictate what sells, and theyâll look for anything that would keep revenue coming.