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FuNb0Y86 2015 年 2 月 12 日 下午 4:46
Why is AAA gaming dying a slow death? Any ideas?
I hear it said all the time now. "I play more indie games more and more. Screw AAA." Sometimes people add, "...they're all the same." I have some thoughts on this stagnation. A lot of it has to do with companies taking safe aproaches to making their games instead of experimentation -- which should be the norm in an artistic genre like creating a video game. Sadly, new ideas can come at a high cost in the AAA world. So, we see independant companies more and more these days with titles that offer unique experiences because they can afford it.

However, these experiences are not always up to par with most AAA graphics and technical expertise, and while they offer a great experience for their price, a great many of indie games are side-scrolling, platformers. I believe that the hunger to experiment in video games is being overshadowed by the desire to make as much money as possible as quick as possible; as cliche as it is to say out loud as it is to type or write, I am going to type it -- greed is killing video games.

Eight years old is when I started playing video games. I will be 34 this year, and I have not lost my appetite for gaming. Although my appetite is here, it is a hunger that is not easy to sate because it seems like I have seen everything, played everything. I say this because for the last 15 years I feel that gaming has only offered a repeat or reinvention of the wheel on every genre made so far. Flight sims, fighting games, first person shooters, RPGs, platformers and their 3d counterparts, the action adventure game, RTS, and every other derivitive of them.

To say I am not easily impressed is an understatement. Perhaps I am too old to play games, and maybe they do not do for me what they used to because of this -- does this mean there is a limit to what games can do? Have I truly seen everything gaming has to offer, and have I truly played the best that AAA gaming has to offer?

Why do I continually see remakes of the same games. and I am not talking about the HD remixes, etc. I am talking about those games that take the very same game play, and grind it up, and serve it back to us like it was something new. Take Square-Enix for example. The Final Fantasy game has remained largely unchanged since Final Fantasy 7. FF7 was a great game, and it is still a joy to play, but I would like to play a JRPG that does not mimick it in any way. I would also like to play a CRPG that does not mimick Baldur's Gate or Knights of the Old Republic or World of Warcraft. Oh, World of Warcraft has been hacked up and served to us through more than one genre. Look at borderlands; that game is rife with WoW elements such as talent specs, quests that take you nowhere, but they function to give experience and upgrades so that the best way to proceed is to camp a zone and quest till you get over the hump for the next area. Okay, that is typical RPG gaming you might say, and I hear you loud and clear, but my resounding displeasure is that the formula should change, and it is simply not changing; moreover, this type of stagnation has hit nearly every other genre of AAA gaming out there.
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正在显示第 76 - 90 条,共 156 条留言
Tahl 2015 年 2 月 18 日 下午 8:31 
引用自 supertrooper225
引用自 Tsubuyak¡
Because people keep buying assasins creed CoD and FF games like... well like FF games. O_O
Keep giving them money and they wont need to be creative. 'We' are paying them to be lazy.

As for new IP's we seem to have hit a road block that the companies are ignorantly trying to ignore and muscle through.

Games have reached new levels in terms of the tech they run on, the tech there built with and the depth games requir to make it in todays market.
The problem is that the companies are trying to ignore the simple fact that new 'powerful' 'big' games requir a level of testing not seen before.
Until a few games get hit with absolutely astronomicly horrid sales they wont smartin up.

the companies need to put HUGE amounts of resources and effort into creating better matearial.

Not to mention that some alpha/beta/early access games are being sold for ♥♥♥♥ loads of money while x3A games get released at day one normal price like always and play like ♥♥♥♥.

---
Its about time the large amounts of drivers, hardware and complex modern programs stop being blamed and companies that provide products start achieving some standards.
An excuse, no matter how understandable is not a reason to release highly expencive products that have little to no workability. If they did that in the automotive industry there would be millions or houndreds of millions in lawsuites.

You gotta remember the economic climate. Companies make sequels to successful games and stick to successful franchises because they have less risk. New Ip's are far more risky. There is nothing 'lazy' about making a game. It takes a ton of work and man hours to accomplish your average game.

Ironing all the bugs out is far easier said than done. Not that it is an excuse. But games are more complex than they have ever been to code and we are still at the beginning of a new gen. There will be kinks in the tech. There always is. PC's are really the hardest thing to code a game for. Consoles all run the same OS with the same software and hardware makeup....PC's have hundreds of different of different combinations.

All these recent tech issues are also not anything new. It happens. It will clear up the further we get into this console cycle. While I would rather PC's not being so tied so tightly to consoles....that is the reality of the situation.
See you brought up everything I jsut addressed.

They go with proven products because we continue to buy itno them. That was my point you dont need to rephase it and repeate.

Game development is Lazy as ♥♥♥♥. The indavidual developers themselves can be some of the hardest most meticulous workers out there but there publisher overlords and in some cases department heads are full of crap.

Along with your comment:
''Ironing all the bugs out is far easier said than done''
it all boils down to exactly what my comment was based around.
Its VERY hard to make a working product. I never said it was easy, in fact I all but directly said its easyer to look the other way.
What I said is that its unacceptible for large corp companies to release sub-par pruducts. Its hard, they dotn seem to respond to that.

Saying its hard is an excuse. Like I said, no matter how understandable it is(and it is) its not a lagit defence against releasing highly expencive prodects that in some cases arent playable for months.

---
In todays game creation industry the standards for content are much higher and along with that comes 'much harder' development. The amount of systems out there, different tech types, driver programs and software divercity it is extremely hard to do.
But we arnt talking about free games. Indie games or even Beta games. Full triple A titles released in absolutely alpha woring states with months of patching to go.

These are consumer products, hard to make as they may be thats what the industry calls for and the publishers are simple not responding to whats now needed to create a decent prduct.
Tahl 2015 年 2 月 18 日 下午 8:36 
Sry for double posting but I rememberd the word I was looking for.
Responcibility.

Modern games are the hardest they have ever been to create and with that there comes the responcibility to respond to the modern day challenge.
WhiteKnight77 2015 年 2 月 19 日 上午 5:37 
引用自 FuNb0Y86
Well, no more early access games for me. I own two, and now I realize that my expertise should be paid for, or I should just make my own games. It was where I was headed anyway. I am now 1.5 years from graduating with my BAA in graphic design, and I think it's time to start looking for recruits to fill out my own Indie company to make my ideas for video games manifest.

I don't really agree with early access btw. I believe it makes developers who don't have the vision to make a great game to begin with come by their ideas dishonestly. For example. I paid 20 USD for Diving World. I am skeptical by what I have played thus far. Without going into too much detail, I can tell you that it is not open world, but it is a level select, single player with the choice of multiplayer, sandbox game. Right now it does not have many features that may or may not be implimented. ATM, I can take pictures of sea life as I dive in the few sandbox levels I have access to. I can also search for gold coins, and pearls. The character customization is laughable, and the gear selection reeks of future microtransaction DLC garbage.

Long story short, I have suggested on forum that the game be open world procedurally generated. I'm not the only one who has suggested this, but this is us giving our expertise away for free in a sense; indeed we are paying them to play unfinished games to alpha and beta test. This is a role traditionallty paid to in house testers or given for free to select people during beta tests. In a way we just took a paying job that could have employed someone, and we destroyed it. Right or wrong, I see the trend continuing. However, I won't take part in it anymore because I am incredibly suspicious of any early access that is not free to play right now. At least if I were "demoing" the game, and I were giving feedback, I wouldn't lose 20 bucks in the process. It's a shame it took me two early access games to figure out the manipulation here.

Fool me once shame on you, Fool me twice shame on me...

I hate to be so harsh to people trying to make a living off art, but if any more companies want my input on how to do their jobs, they can either pay me or let me demo their craft for free. Video game fund raising can be done after I know that the game is taking the direction I want it to.

So the games you intend to make, what kind are they? Do you have 3D modeling experience? Do you have any idea of level design? Do you have any animation experience? Do you have a game engine in mind? Can you afford to buy or license all the software needed?

Just because you have a BAA in graphic design does not mean you will be able to make a game. As it is, a development studio would hire someone who has been modding games for some time over someone who just graduated from college with a degree. Trying to make you own game can be expensive. Do you have the ability to fund it without help from a publisher or relying on Early Access or Kickstarter?

I guess you also do not understand that no developer is asking you how to do their job, they are asking you as to what bugs you are finding on your system. Would you be willing to give away your hard work away?
Tahl 2015 年 2 月 19 日 上午 9:52 
引用自 WhiteKnight77
...Would you be willing to give away your hard work away?
What do you think a job is? The hardest working people in the world are often some of the lowist payed.

...and Im sry but whats up with the barage of questions? This is no court room but the best term to describe your comment would be badgering a witness.
You asked a bunch of questions Its pretty clear you dont want answerd.

Plus the gaming market has actually created its own double standards.
Many people make a small living off prof testing games inhouse but some early access games come out and charge the players for there testing.

You can explain it anyway you want(which Im asuming you will) but that does not change the fact that it rases eyebrows.
I had this same conversation about a game thats EA cost 90$.

-From one angle thats BS. How can anyone justify a product worth maybe 50$ when complete at full launch for 90$ incomplete. Not to mention that the players are paying the devs to do what some companies pay gamers for. Its like paying to watch TV ads.
-Alternately it could be seen as a bonus. From the devs point of view the game is simple not released. The pre-launch offers are more like donations with benafits. The 90$ donation just happens to come with early access.

It all depends on perspective but comments like yours dont help. They just piss people off.
最后由 Tahl 编辑于; 2015 年 2 月 19 日 上午 9:54
Quint the Alligator Snapper 2015 年 2 月 19 日 上午 10:45 
Re "AAA" vs. "indie" in terminology:

"indie" stands for "independent". What this generally means is that the developer is "independent" of a publisher, specifically in the sense that a game was made without the financial backing of a major publisher.

The opposite to this is technically "publisher-backed" -- just means that they have the funding before they start to make the game. Often this implies that the publisher has a hand in directing what the game will be about -- which is why people complain so often about publishers churning out the same old games sequel after sequel. Calling this "AAA" is actually a misnomer unless we're talking about the very highest-budget biggest-name games.

Re the role of AAA games in the industry:

Publishers will continue to be important. They are publicists, they have legal teams to work on intellectual property issues, and they can pool together large amounts of money to work on really big projects.

In fact, some indie games, even after their development finished, have been published with the help of larger-name publishers -- for example, Bastion, which was published by Warner Bros. Games. Another example, is that a few years ago, Steam didn't like bringing on Japanese indie games, so the localization company Nyu-Media had to get Capcom to give publisher backing to some of the early games that they translated (e.g. the eXceed series, Cherry Tree High Comedy Club, etc.). Thankfully, Steam is now more open to Japanese indie games.

Publishers, especially bigger ones, have a role to play in funding the development of games on a professional level. There are a lot of aspiring indie devs who struggle to make ends meet before they make it big, but the idea of having a publisher backing a development venture is that the devs don't have to worry so much about their next meal during the development process. (This doesn't prevent publishers from being horrible jerks afterwards -- and the industry is rife with such stories -- but I'm just stating some useful facts here.)

Sometimes you even get publishers with established brand reputations and working closely with first- and second-party developers (i.e. their in-house folks or a studio they own) and they can produce lots of great games. Example of this is NIntendo.

Now, in providing financial backing and other services to developers, publishers also mostly act as businesses. And like other businesses, they thrive on stability -- and what better way to make that happen than to use tried-and-true formulas for making games. So to some extent they often encourage their developers to make games that they know how to make.

And it's also easier for the developers to make a game that's similar to an older, existing game. You don't have to come up with as much new assets, new design concepts, new work needed for balancing and playtesting, and so on. Indie games also get sequels and imitators too, y'know.

So it's just easier for people in general to think about similar games than to think about interesting new ideas that could potentially be financially risky ventures.
最后由 Quint the Alligator Snapper 编辑于; 2015 年 2 月 19 日 上午 10:49
76561198180521767 2015 年 2 月 19 日 上午 11:22 
Bad practice done without care is triple A policy now
Tux 2015 年 2 月 19 日 上午 11:36 
to people debating over the term 'indie and 'AAA'.
Yes many of your points on the terms are correct however both terms are widely used among fans, game jourmalism, conventions and developers themselves and pretty much everyone who has played games for more than just a few weeks understands what they are saying when they have such conversations

so it would be nice if people would stop trying to be clever and just stick to the subject regardless of if they do not agree with the term used to describe the problem.

Because here is the thing, regardless of the term, the issue still remains.
fubert nubert's at hubert's 2015 年 2 月 19 日 下午 1:50 
the order 1886 looks seriously awful and there are people who will defend it
Nijn 2015 年 2 月 19 日 下午 2:34 
What I don't get is why the 'cinematic' AAA games are a thing now. Are there really people who enjoy playing that instead of just watching a movie? Like, the whole Order 1886 game Sony is trying to shove into our throat. I remember reading a interview with the developer (or writer, IDK) of the game, and he was constantly talking about how 'cinematic' everything was and how important the cutscenes were.
Also, day one DLC, but that's something indie developers do too. What the hell happend to actually FINISHING your game instead of seperating all gameplay into different paid DLC's?
Tux 2015 年 2 月 19 日 下午 2:36 
引用自 Fa Kju Tooh
What I don't get is why the 'cinematic' AAA games are a thing now. Are there really people who enjoy playing that instead of just watching a movie? Like, the whole Order 1886 game Sony is trying to shove into our throat. I remember reading a interview with the developer (or writer, IDK) of the game, and he was constantly talking about how 'cinematic' everything was and how important the cutscenes were.
Also, day one DLC, but that's something indie developers do too. What the hell happend to actually FINISHING your game instead of seperating all gameplay into different paid DLC's?

I think they do them because the have a defined amount of play time. I think they do not want to sell you a game that you play for 100 hours because then you would not buy more games.

The issue I have with that is that I personally would pay more for a 'gaming service' than a I would a series of games that only last 10 hours.

I dont think its because games with actual content are harder to make though...maybe they are
Tahl 2015 年 2 月 19 日 下午 2:39 
引用自 Kamina
the order 1886 looks seriously awful and there are people who will defend it
Well when people avoid giving any reasons good or otherwise can you blame them?

-Its 'looks' amazing.
-Its new IP.
-The story seems interesting.

Look, I dont have a PS4 and wont likely ever, nor will I likely ever play The Order. Aside from a passing interest I know very little about it but even I provide simple reasons for my judgement.
The only problem Iv got wind of is the games langth. Suposedly its short, and badly for its price.
Quint the Alligator Snapper 2015 年 2 月 19 日 下午 3:24 
I got annoyed at cinematicness starting with FFVII.
chibilibi 2015 年 2 月 19 日 下午 3:32 
引用自 Tux

I dont think its because games with actual content are harder to make though...maybe they are

I've worked on a handful of my own (unreleased and likely never will be) games, and let me tell you this:

They ARE harder to make. Trying to create a long-lasting game that never feels too repetitive is a difficult task, especially if you're creating a game that doesn't use any type of procedural generation based on a random number generator or a game where all the action is player-dirven (i.e. KSP or GMod). Not only is it a challenge of just making the content, but it's also a challenge of design. You must keep things varied, but not too varied so as to not confuse the player or make the game feel like it has no idea what it wants to do.

When you ask that developers make all their games 100+ hours long, you're asking of them an insanely difficult task that requires a lot of money. It's simply not feasible for most developers to do that.
a razor named qualia 2015 年 2 月 19 日 下午 3:32 
Because indie is the future. :heavy:
chibilibi 2015 年 2 月 19 日 下午 3:36 
引用自 Fa Kju Tooh
What I don't get is why the 'cinematic' AAA games are a thing now. Are there really people who enjoy playing that instead of just watching a movie? Like, the whole Order 1886 game Sony is trying to shove into our throat. I remember reading a interview with the developer (or writer, IDK) of the game, and he was constantly talking about how 'cinematic' everything was and how important the cutscenes were.
Also, day one DLC, but that's something indie developers do too. What the hell happend to actually FINISHING your game instead of seperating all gameplay into different paid DLC's?

I think you'll find this video interesting:
https://www.youtube.com/watch?v=6bvX4hzqcqc

I agree with what you say here. ♥♥♥♥ off with your "cinematic" ♥♥♥♥♥♥♥♥. I'm playing a game, not watching a movie. IMO cutscenes should be used as rarely as possible. Tell your story while I'm playing, or better yet, tell the story THROUGH the gameplay. Tell it through the environments and the enemies and the NPCs. Look at games like Papers, Please and Brothers. THEY get it.
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所有讨论 > Steam 论坛 > Off Topic > 主题详情
发帖日期: 2015 年 2 月 12 日 下午 4:46
回复数: 156