this post was submitted on 20 Aug 2024
353 points (98.9% liked)

Games

16807 readers
861 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] mindbleach@sh.itjust.works 1 points 3 months ago (1 children)

Your in-house guys do the next game.

Most games don't get years of full-staff support. They simply do not need the army of artists who made the whole the thing from scratch, when all that's happening post-launch are support jobs. Some games are lucky enough to get significantly more content - paid or otherwise. But they're the exceptions.

At some point, development ends. Nobody's paying the full team that made Sekiro to keep making Sekiro. Mostly they moved onto Elden Ring, and at this point, surely they've moved on from that.

That's what's "keeping people employed." They made one game. It launched. It got finished-ish, generally not long after. And then their managers put them on another game.

These games cost so much money because those higher-ups will put a thousand people on one project for years. The factors pushing budgets and scope up up up are mostly competition and marketing. Having a billion dollars to throw at a project leaves you in rarified company - which plays nicely with how spending half that money spamming one game's ads is more cost-effective than dividing it up between ten games.

Big games also enjoy a better "long tail." FromSoft can keep selling Sekiro, forever, for an upkeep cost of approximately fuck-all. No huge staff is dedicated to those files on a server. The cost of keeping them available isn't literally nothing, but it is practically nothing.

And no, the cost of those things is not “marginal” or “a fraction of a percent”.

Hey, good thing that's not what I used those words for! Marginal cost is a specific economic concept. It's the cost of selling 10,000 units versus 9,999. For games? That's essentially nothing. Which is how Steam handles a supermajority of sales and distribution with a tiny little company.