• Re: Sony: Blockbuster Games Are "A Death Sentence"

    From Xocyll@21:1/5 to All on Mon Oct 21 07:06:53 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    <Big Snip>
    [Shawn Layton doesn't mention this, but smaller games with shorter >development cycles would probably also alleviate the necessity for
    mass layoffs after a big game completes, because rather than laying
    off all those artists while the years-long pre-production and
    programming for your AAA game takes place, you can just shift them
    all over to a smaller project.]

    Ahh but firing them all means more bonus money for the executives.

    Layton also makes some other interesting points: for instance, the
    insistence that titles have mass-appeal world-wide (with particular
    focus on the West) instead of making games that might be popular just
    in certain geo/political regions. "Look at the markets [in other
    regions], they're growing, the economies are robust. There's more
    disposable income. You can make a great game in Indonesia for that
    market." says Layton. Again pointing to how a focus on just big AAA
    games is leaving money on the table.

    Ahh but what is Indonesia's dollar value these days?
    Look at the blue-ray/dvd markets and region coding because the product
    is sold for so much less outside of NA/EU.
    Presumably games would be the same, so it's a market they will never
    pursue since the return will be so much less.

    If it's $90 a game in the west and $15 in Indonesia or wherever,
    they're never going to go after that $15, since it's pocket change for a company like SONY.

    The admin types will look at the return on investment only.
    Even if it goes perfectly and is a huge seller, it's a huge seller in a
    small regional market with no chance of selling outside that market.

    Rate of return on investment might be great, fabulous even, but still
    only add up to 0.00001% of their profits.

    "Those sales will add how much to my bonus?" thinks the executive, "oh,
    $0.03? Never mind."

    Anyway, it's an interesting conversation. What do you think: would the >industry be better served with AAA publishers changing focus, or do
    you think they should just stick to the tent-pole games they're famous
    for?

    Industry exists to make money so that's what "The Industry" will
    continue doing. Small startup (upstart) studios will continue to
    innovate because they're still in the hands of Gamers, not Business
    Admin types.
    <snip>

    Essentially we'll have AAA titles and A/B titles, but no AA, at least
    for a while, until one of those A/B studios makes enough money to take
    it up a notch. The next Blizzard (remember how varied their games were
    early on, and all of them good, before WoW screwed everything up by
    getting them too much money.)

    Xocyll

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Rin Stowleigh@21:1/5 to spallshurgenson@gmail.com on Mon Oct 21 19:25:26 2024
    On Sat, 19 Oct 2024 14:20:20 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    What do you think: would the
    industry be better served with AAA publishers changing focus, or do
    you think they should just stick to the tent-pole games they're famous
    for?

    They should quit spending tons of money on bad acting, story writing
    and cutscenes. Let creative people do their thing, make an
    environment that encourages experimentation and taking risks. When an
    early prototype of game seems promising, develop it into something
    that provides 8-10 hours of single player or a multiplayer game. Have
    lots of these projects going on at any one time.

    Focus on one goal -- how fun that game is to play. If the mechanics
    of gameplay turn out good, then build a story around if it's doable
    but don't let that storyline drive where the game goes.

    Fire the monetization directors. Stop with the microtransactions,
    loot boxes, and all that other shit. Stop with the wokist politics
    and bullshit.

    When a project doesn't seem to be going well just bail on it, and
    focus on one of the other projects that seems to have more potential.

    Don't just set out and say "ok we're going to make a Spiderman game
    because Spiderman sells... but, the licensing for that is going to
    cost us X million dollars". I wonder how many people over the age of
    10 even give a fuck if they're playing Spiderman versus some random
    made up character, as long as the game is fun?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Tue Oct 22 09:41:41 2024
    On 19/10/2024 19:20, Spalls Hurgenson wrote:
    Anyway, it's an interesting conversation. What do you think: would the industry be better served with AAA publishers changing focus, or do
    you think they should just stick to the tent-pole games they're famous
    for?

    I definitely think there's merit in the argument that the bigger
    publishers need to think about whether only focusing on the best selling
    triple AAA (or for the really ambitious quadruple A) titles is a wise
    long term view especially when development costs are only going up and I
    think it's questionable how much longer gamers will put up with marginal
    gains for yet another price increase. It also doesn't help that it often
    feels like your getting the same game just in a different package for
    which you're paying £70.

    Why not start looking at what smaller/mid-sized devs. are doing and put
    those in the mix. They may not have the high fidelity, polish or scope
    of their bigger cousins but I still find them fun games. For me there's
    also the case that with that lower price my expectation is also lowered.
    So take the Outer Worlds, not the longest of games at 25hrs or so but a
    fun little romp. Now if that had cost me top prices and not £25 then I'd
    have been disappointed.

    Some will flop, some will do ok and some will do really well. For the
    last you can then add some DLC and even, shock horror, take some of
    those new mechanics that made the game a success and use them in bigger
    budget games.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Tue Oct 22 06:11:31 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Mon, 21 Oct 2024 07:06:53 -0400, Xocyll <Xocyll@gmx.com> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >>entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    <Big Snip>
    [Shawn Layton doesn't mention this, but smaller games with shorter >>>development cycles would probably also alleviate the necessity for
    mass layoffs after a big game completes, because rather than laying
    off all those artists while the years-long pre-production and
    programming for your AAA game takes place, you can just shift them
    all over to a smaller project.]

    Ahh but firing them all means more bonus money for the executives.

    True. The biggest problem with Layton's argument is that it depends on >long-term thinking by C-level execs. It requires them to consider the
    future of the company _beyond_ the immediate quarter. Too often, their >concern is only, "what will pop the stock price up a few ticks" and
    not "what's good for the long-term health of the corporation?"...
    especially since they're protected by too-high salaries and golden >parachutes.

    Even without the parachutes and such, there's no loyalty to a company
    anymore.
    The days of working your entire life in the same company are long gone,
    so it's what will boost our stock value the most this year and therefore
    make my stock options worth more, then I bail out and work for the
    competition (which also forces them to divest their shares in the old
    company before the long term pain sets in.)

    Releasing huge games makes for great Wall Street fodder. >"ElectroActiUbiVisionSoft has released Call of Halocraft XXVI, which
    required $400 million to develop and is one of the most anticipated
    games on the market today!" sounds a lot more exciting to investors
    than, "For the twentieth time this year, MicroBlizzArthesda which is
    expected to easily recoup its $10 million development costs". The
    former makes the stock bell go ding-ding-ding while the other is just
    boring business-as-usual that barely gets noticed... even though the
    latter is safer and more likely to bring in continued revenue.

    But the numbers are so much smaller, they seem insignificant.

    Kinda like television, the execs are always wanting a new show to be the
    next law and order juggernaut, but never want to give it time.
    They don't want to be the guy who greenlit the show that has the highest
    rating on Friday, but the next cosby show or L&O or whatever.
    Decent numbers aren't good enough, they want the highest numbers only so
    they can claim credit for it.

    Layton also makes some other interesting points: for instance, the >>>insistence that titles have mass-appeal world-wide (with particular
    focus on the West) instead of making games that might be popular just
    in certain geo/political regions. "Look at the markets [in other >>>regions], they're growing, the economies are robust. There's more >>>disposable income. You can make a great game in Indonesia for that >>>market." says Layton. Again pointing to how a focus on just big AAA
    games is leaving money on the table.

    Ahh but what is Indonesia's dollar value these days?
    Look at the blue-ray/dvd markets and region coding because the product
    is sold for so much less outside of NA/EU.
    Presumably games would be the same, so it's a market they will never
    pursue since the return will be so much less.


    But I think that's the point. Stop chasing after $400 million dollar
    games that have to appeal to everyone. They leave you vulnerable. If
    it fails (and it happens, just look at "Concord"), that investment is
    gone. Don't be afraid to make 40 ten-million dollar games in their
    place, each designed for a smaller demographic. Some of them might
    fail, but most probably --thanks to their tighter focus-- probably
    won't.

    The thing is they don't often fail, since all too many folks are seduced
    by the graphics, not the gameplay. Shallow games for shallow people.

    If it's $90 a game in the west and $15 in Indonesia or wherever,
    they're never going to go after that $15, since it's pocket change for a >>company like SONY.

    There's three hundred million people in Indonesia, its per-capita GDP
    has more than quadrupled in the past two decades (and continues to go
    up). Yes, it's low compared to America, but it's not savages living in
    the jungle. Why, they even have electricity nowadays! There's enough
    people and enough money there that you _can_ make money from a market
    like that... if you develop with a tighter focus.

    But how many of those people are actually gamers?
    Even if you try and make a game that should appeal to Indonesians, a
    whole lot are simply not gamers, or not into whatever genre game you
    made.
    And while the per-capita GDP has gone up, it's still well behind NA/EU.

    Like being a cable company; do you want to have 100% of the market in a village of 1000, or 25% of the market in NYC and 2 million customers?


    Essentially we'll have AAA titles and A/B titles, but no AA, at least
    for a while, until one of those A/B studios makes enough money to take
    it up a notch. The next Blizzard (remember how varied their games were >>early on, and all of them good, before WoW screwed everything up by
    getting them too much money.)


    I think the argument is that companies that continue to rely solely on
    AAA titles and not diversify are going to find it harder and harder to
    retain marketshare and be profitable. They're just too expensive and
    don't offer customers enough 'bang for the buck' over smaller,
    Indie-led projects, and customers are going to flock to those smaller
    games. The AAA studios will be left in the dirt, unable to compete
    unless they start re-organizing now.

    Well if they drop by the wayside the game industry will be better off
    for it, but I don't see it happening, since they've all been borged up
    and are propped up by other things.
    SONY sells hardware, Microsoft does the same and more, etc, their gaming divisions are going nowhere soon if ever.

    Xocyll

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Xocyll on Tue Oct 22 07:34:30 2024
    On 10/22/2024 3:11 AM, Xocyll wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Mon, 21 Oct 2024 07:06:53 -0400, Xocyll <Xocyll@gmx.com> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    <Big Snip>
    [Shawn Layton doesn't mention this, but smaller games with shorter
    development cycles would probably also alleviate the necessity for
    mass layoffs after a big game completes, because rather than laying
    off all those artists while the years-long pre-production and
    programming for your AAA game takes place, you can just shift them
    all over to a smaller project.]

    Ahh but firing them all means more bonus money for the executives.

    True. The biggest problem with Layton's argument is that it depends on
    long-term thinking by C-level execs. It requires them to consider the
    future of the company _beyond_ the immediate quarter. Too often, their
    concern is only, "what will pop the stock price up a few ticks" and
    not "what's good for the long-term health of the corporation?"...
    especially since they're protected by too-high salaries and golden
    parachutes.

    Even without the parachutes and such, there's no loyalty to a company anymore.
    The days of working your entire life in the same company are long gone,
    so it's what will boost our stock value the most this year and therefore
    make my stock options worth more, then I bail out and work for the competition (which also forces them to divest their shares in the old
    company before the long term pain sets in.)

    That was back when companies were loyal to their employees. Well, at
    least a lot of them. Company paid for pension plans and retirement
    benefits used to exist so employees had a _reason_ to stay. In turn
    companies benefited from the ever more experienced work force.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Wed Oct 23 04:25:09 2024
    Dimensional Traveler <dtravel@sonic.net> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On 10/22/2024 3:11 AM, Xocyll wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Mon, 21 Oct 2024 07:06:53 -0400, Xocyll <Xocyll@gmx.com> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >>>> entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    <Big Snip>
    [Shawn Layton doesn't mention this, but smaller games with shorter
    development cycles would probably also alleviate the necessity for
    mass layoffs after a big game completes, because rather than laying
    off all those artists while the years-long pre-production and
    programming for your AAA game takes place, you can just shift them
    all over to a smaller project.]

    Ahh but firing them all means more bonus money for the executives.

    True. The biggest problem with Layton's argument is that it depends on
    long-term thinking by C-level execs. It requires them to consider the
    future of the company _beyond_ the immediate quarter. Too often, their
    concern is only, "what will pop the stock price up a few ticks" and
    not "what's good for the long-term health of the corporation?"...
    especially since they're protected by too-high salaries and golden
    parachutes.

    Even without the parachutes and such, there's no loyalty to a company
    anymore.
    The days of working your entire life in the same company are long gone,
    so it's what will boost our stock value the most this year and therefore
    make my stock options worth more, then I bail out and work for the
    competition (which also forces them to divest their shares in the old
    company before the long term pain sets in.)

    That was back when companies were loyal to their employees. Well, at
    least a lot of them. Company paid for pension plans and retirement
    benefits used to exist so employees had a _reason_ to stay. In turn >companies benefited from the ever more experienced work force.


    Yeah the corporate raiders of the '90's put an end to that, wiping out
    most of the old school companies and creating the "leaner, meaner,
    what's in it for me, fuck the dead weight" type leadership.
    Where the dead weight truly was dead weight originally, but became more
    and more of the people who actually made what the corp sold.

    They trimmed the fat, then they trimmed muscle and bone in endless
    downsizings and killed the company dead, but jumped ship before it died.

    Xocyll

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Dimensional Traveler on Wed Oct 23 10:05:43 2024
    On 22/10/2024 15:34, Dimensional Traveler wrote:
    That was back when companies were loyal to their employees.  Well, at
    least a lot of them.  Company paid for pension plans and retirement
    benefits used to exist so employees had a _reason_ to stay.  In turn companies benefited from the ever more experienced work force.

    I agree with that, there's been a move from a social contract to a
    commercial one. So a simple example was that our expenses were fairly
    flexible and then they started introducing maximum spends on food and
    drink that barely covered what you might spend. They seem to think it
    was perfectly ok to get a really cheap meal in the evening and then
    spend the rest of the time sitting in a hotel room.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Xocyll on Wed Oct 23 10:18:56 2024
    On 23/10/2024 09:25, Xocyll wrote:
    Yeah the corporate raiders of the '90's put an end to that, wiping out
    most of the old school companies and creating the "leaner, meaner,
    what's in it for me, fuck the dead weight" type leadership.
    Where the dead weight truly was dead weight originally, but became more
    and more of the people who actually made what the corp sold.

    They trimmed the fat, then they trimmed muscle and bone in endless downsizings and killed the company dead, but jumped ship before it died.

    Yep we had that, get rid of the office manager and let the engineers do
    all those little jobs themselves. After constantly running out of
    printer paper a graduate was delegated to look after it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Thu Oct 24 23:04:34 2024
    JAB <noway@nochance.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say:

    On 23/10/2024 09:25, Xocyll wrote:
    Yeah the corporate raiders of the '90's put an end to that, wiping out
    most of the old school companies and creating the "leaner, meaner,
    what's in it for me, fuck the dead weight" type leadership.
    Where the dead weight truly was dead weight originally, but became more
    and more of the people who actually made what the corp sold.

    They trimmed the fat, then they trimmed muscle and bone in endless
    downsizings and killed the company dead, but jumped ship before it died.

    Yep we had that, get rid of the office manager and let the engineers do
    all those little jobs themselves. After constantly running out of
    printer paper a graduate was delegated to look after it.

    Why not just get an unpaid intern?

    "Your job is to change the paper in the printers and such, no money but
    you get valuable experience you can put on your resume to get you a real
    job next year. Oh and do you have a younger sibling who'd like your
    unpaid job next year?"

    Xocyll

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Xocyll on Thu Oct 24 23:01:12 2024
    On 10/24/2024 8:04 PM, Xocyll wrote:
    JAB <noway@nochance.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say:

    On 23/10/2024 09:25, Xocyll wrote:
    Yeah the corporate raiders of the '90's put an end to that, wiping out
    most of the old school companies and creating the "leaner, meaner,
    what's in it for me, fuck the dead weight" type leadership.
    Where the dead weight truly was dead weight originally, but became more
    and more of the people who actually made what the corp sold.

    They trimmed the fat, then they trimmed muscle and bone in endless
    downsizings and killed the company dead, but jumped ship before it died.

    Yep we had that, get rid of the office manager and let the engineers do
    all those little jobs themselves. After constantly running out of
    printer paper a graduate was delegated to look after it.

    Why not just get an unpaid intern?

    "Your job is to change the paper in the printers and such, no money but
    you get valuable experience you can put on your resume to get you a real
    job next year. Oh and do you have a younger sibling who'd like your
    unpaid job next year?"

    Prospective interns don't accept those kinds of positions anymore.
    These days the only people who intern are those who have already mapped
    out their careers for the next 20 years and are taking internships in
    the industry they are getting advanced degrees for. They are there for
    the hands on experience in the field and the bonus credits to get an
    over 4.0 GPA.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Xocyll on Fri Oct 25 11:05:17 2024
    On 25/10/2024 04:04, Xocyll wrote:
    Yep we had that, get rid of the office manager and let the engineers do
    all those little jobs themselves. After constantly running out of
    printer paper a graduate was delegated to look after it.
    Why not just get an unpaid intern?

    "Your job is to change the paper in the printers and such, no money but
    you get valuable experience you can put on your resume to get you a real
    job next year. Oh and do you have a younger sibling who'd like your
    unpaid job next year?"

    In the UK the whole idea of unpaid interns was ruled illegal so they
    still have to get paid as they are doing work. The exceptions are what
    we call work experience which will typical be a week or two and the main
    one, those who 'work' for charity organisations.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Sat Oct 26 04:38:52 2024
    Dimensional Traveler <dtravel@sonic.net> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On 10/24/2024 8:04 PM, Xocyll wrote:
    JAB <noway@nochance.com> looked up from reading the entrails of the porn
    spammer to utter "The Augury is good, the signs say:

    On 23/10/2024 09:25, Xocyll wrote:
    Yeah the corporate raiders of the '90's put an end to that, wiping out >>>> most of the old school companies and creating the "leaner, meaner,
    what's in it for me, fuck the dead weight" type leadership.
    Where the dead weight truly was dead weight originally, but became more >>>> and more of the people who actually made what the corp sold.

    They trimmed the fat, then they trimmed muscle and bone in endless
    downsizings and killed the company dead, but jumped ship before it died. >>>
    Yep we had that, get rid of the office manager and let the engineers do
    all those little jobs themselves. After constantly running out of
    printer paper a graduate was delegated to look after it.

    Why not just get an unpaid intern?

    "Your job is to change the paper in the printers and such, no money but
    you get valuable experience you can put on your resume to get you a real
    job next year. Oh and do you have a younger sibling who'd like your
    unpaid job next year?"

    Prospective interns don't accept those kinds of positions anymore.
    These days the only people who intern are those who have already mapped
    out their careers for the next 20 years and are taking internships in
    the industry they are getting advanced degrees for. They are there for
    the hands on experience in the field and the bonus credits to get an
    over 4.0 GPA.

    Intern is just a title, it doesn't have to mean a professional.
    Often it's a high schooler looking for that first job exp to put on the
    resume so they can apply for something else.

    Not all are university students interning at a prospective future
    employer.

    If through some gov't job aid program, often called a "work placement."

    Xocyll

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)