Or "Ultra Realistic Graphics"
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Corpos can't make good games because they're sociopaths who don't understand art, only products. Understanding art requires a functioning connection to humanity and emotions, which they lack.
Games aren't only products; they're art. Good art is not capable of universal appeal. The more demographics you try to appeal to for the sake of appeasing your shareholder overlords, the more dogshit your game will be.
Games made to support the interests of mentally ill rich people cannot be well made categorically. This is why AAA has sucked ever since wall street took over every studio.
CandyCrush would like a word
Candy crush is just another reskin of bejeweled; a game made by an indie developer in the year 2000.
which is a reskin of 1994's Shariki which was a version of 1989's Columns - both made by bedroom solo programmers.
Remember when they said "we’re unable to make a game like BG3 consistently" and then 2 years later ClairObscure Expedition 33 releases, made by even less people than BG3.
Those games aren’t AAA, they’re S+ games.
A reminder that AA-AAA is basically just specifying how much money has been poured into its development. Not how much love, passion and hard work went into creating it.
Baldurs gate 3 is made by an indie game studio.
As in they’re independent and are not beholden to a publisher or external revenue sources that own their idea and forces them to take business decisions they don’t want to due to monetary reasons and outside pressure.
And yes, absolutely S+ tier games.
Seeing Ubisoft describe Far Cry 6 as AAAA made a mockery of the whole A-rating system anyway. It never really meant anything other than "erm, we're charging more for it this year".
Wasn’t that skull and bones?
Number of As also don't say anything about how skilled the developers/designers/writers are, or to what extent they've been allowed to cook without chains or directions.
A lot of AAA games would have been amazing, if it wasn't for this meddling. The sad part of it, is that they've probably made the shareholders more money because of it. They've of course traded in brand value and goodwill for short term profit.
Consumers still preorder en mass. Buy the always-online single player games with DRM, and micro transaction stores. Then in the same breath, complain about the situation.
Triple A devs will spend six years building every aspect of a game perfectly attuned to terrabytes of marketing data to have as mass appeal as possible and then quietly turn off the servers six months after release.
The sad thing is none of them want to make a bad game. They just cit so many rough edges off so nobody cuts themselves that they all end up making the same ball.
Much rather have a game like Death Stranding that half the players are going to bounce off and the rest are going to love all the more for it.
perfectly attuned to terrabytes of marketing data
My friend works as software dev and he can attest the exact same thing. He has better ideas as a software dev, but marketing and sales people disagree and the management listens to them because all they see are numbers and money. MacNamara fallacy is epidemic in private industry.
Indie devs have a vision
triple A games just feel so bland and corporate these days, no passion
Corporate art will always be underwhelming.
The smaller the dev team, the more pure the vision. Doesn't always mean it will be good, but the good ones are great. The best AAA game still looks and feels like all the rest.
Art and profit are inherently incompatible.
You can have a safe profit, or you can have artistic integrity and vision.
One will always have to be the true purpose of the work at the expense of the other.
Art and profit are very compatible. But nepotism and profit even more.
Indie devs want to make a game
AAA devs want to make money
It's that simple.
Also, I can't remember the last time I played a AAA game that was anything more than alright.
BG3 if that counts as AAA
Outside Elden Ring and Tears of the Kingdom I don't think I've enjoyed a triple A release since 2017.
Indie devs want to make a game they themselves actually want to play. They’re usually massively more open to user feedback and generally aren’t weighing that feedback against profitability.
Yeah. AAA higher-ups are very rarely gamers or actually interested in playing video games. They're just business people who I think mostly want to chase the profitable trends and recreate whatever successes they had in the past under projects with actually decent leadership.
Indie devs also generally aren't concerned with stretching the runtime out over return limits or in a way that will prevent people from reselling the game.
I think it's 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 can't go as risky as indies go. A ton of indies publish shit games, it's 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 can't 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.
It's like a sort of inverse economies of scale.
Megacorp business model is incompatible with every industry, it’s entirely based on what is the absolute bare minimum that will still make money. Absolutely no passion in the work, no interest in quality, and no care for the people getting trampled to make it.
Not only good videogames. Good art in general. Music, text, movies, tv series and videogames all go for the "mid" nowadays. Offend noone, include everything and everyone and above all: make no hard choices which others haven't done already.
Which results in data driven hollow 1000 in a dozen AI "caught in the algorithm" trash. Just look at most what comes out of Netflix "studios" these days. It will be the end of them.
And you hear it in music too: everything sounds the same these days. Everything.
And you see the same in writing: more and more generic stuff. The big names pump out more and more of same-ish stories. Say what you like about Prime Stephen King for example, but what he wrote during his crazed coke/whiskey fueled years... It was original. And weird.
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.
Capitalism.
It's not just risk, you also can't really target a narrow audience. Indies can afford to make a game that only 1/100th of people will be interested in. Even if the AAA studio was 100% sure they would succeed and gain a loyal fanbase, they won't do that if the potential fanbase is pulled from too small of a group.
The suits always dictate what sells, and they'll look for anything that would keep revenue coming.
Probably because the suits don’t play games, so they have no clue what makes a game good or not. All they have is data, but data without context is just numbers.
It is this exactly, and is the same problem film, tv, and music has. They are all populated by people who are good at becoming and staying at the exec level, not people who are good at whatever field they are working in. Often the really creative are difficult to work with, they do not make a "good fit" with other execs, particularly when they actually understand the medium.
Its the same group of people who are heavily invested in AI to replace creative people in these fields as they do not understand the difference between AI doing a passable copy of someone elses style and someone actually creative creating a new style or approach.
Its the same group of people who are heavily invested in AI to replace creative people in these fields as they do not understand the difference between AI doing a passable copy of someone elses style and someone actually creative creating a new style or approach.
This is a good example yeah, they just look at the cost of an artists' salaries and drool about pulling those into the exec and owners' takehome.
Sometimes buy a used ps5 game just so I can feel somewhat justified in buying the stupid thing. Otherwise it's almost all ps4 and indy games.
Uh-huh. But did you focus test that statement, though?
Y'know, from a risk assessment standpoint, you can't 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 aren't 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 "mystery game" 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.
there are plenty of crappy indie games, too
This is a massive understatement.
There's this fantasy that indie = high quality, but just look through Steam chronologically. 95%-99% of indie games seem to be good ideas that faded into obscurity, buried under the tidal wave of other games, that their creators probably burned out making for little in return. Many are just... not great. But others look like bad rolls of the dice.
Basically zero indies are Stardew Valleys or Rimworlds.
This is the nuance the Baldurs Gate dev is getting it. It's not 'games should develop like indies'; they literally can't afford a 95% flop rate.
But that doesn't mean the metrics they use for decision making aren't massively flawed.
I love the data callout so much. I wish I remember the article I read this in, but there was a researcher who said we're living in an age of data-driven stupidity and that's stuck with me ever since.
It's not that data is bad in all cases, but data aggregation is inherently reducing fidelity of detail in the process. When you're approaching human-centric issues, such as making something fun and meaningful, data really can't help you that much. You've boiled the messy human elements, the elements most crucial to a powerful result, out of the conversation.
They also miss really bad why those games become popular on first place.
For example, the text mentions Minecraft, and all that "crafting" trend. What made Minecraft great was not crafting - it was the feeling that you're 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 world's rules to do your bidding, you can.
Or, let's pick Undertale. It's all about the mood, the game pulls strings with your emotions. Right at the start the game shows you Toriel, she's 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 you'll probably do it. And you'll feel like shit. Then you load the save back, and... the game still remembers. You're 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.
It's all about feelings. But corporations are as soulless as their "art"; and game corporations are no exception. Individual humans get it.
Reminds of how Delta Heavy - Ghost got recommended to many people on YouTube recently, because the ever-present soulless algorithm detected people mentioning Clippy, engaging with videos mentioning Clippy, putting Clippies as their profile pictures, etc. - despite the fact that the entire Clippy surge is entirely against the endless data vacuuming and the algorithmisation of everything.
I really hate what data has become for the modern consumer at large - something's everybody after to try and capitalize for, at an active disadvantage for you.
Cue the still growing thirst for more control, more data, more censorship.
Honestly I'd like it if the Balders Gate 4 was a little bit more like COD.