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About Spacehost

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  1. Thing is, the whole "I'm doing bad things" angle is so absolutely stunningly obvious from the get go that I don't think it's trying to be clever-clever about it. Again, not finished yet though (20 fucking hours in! Hire an editor Druckmann, we're not paying by the hour).
  2. Ditto. I think I'll have a lot of criticisms of the way the narrative has been handled when I finish it, but lack of ambition probably isn't one of them.
  3. At the macro scale it's fine, but there have definitely been instances where they weren't hitting the beat the same way they did in the first. It's minor, but the first game was pretty impeachable pacing wise, so that's probably the only reason I've been picking up on it.
  4. I think the viable future for sub-AAA is probably a game like Control, where it's as much a platform for telling a bunch of stories in one universe as it is a single game.
  5. I'd say the pacing is actually off in a lot of places Vs the first game. It's not quite got that rhythm that keeps you going; it could do with a pruning here and there.
  6. Shorter games tend to be cheaper to make, but you've got an overhead regardless and it gets bigger and bigger as the content creation pipelines and expectations in terms of fidelity go up. For example, every big game will need an animation system that's at minimum as impressive as TLOU2 next gen, and that's years of engineering hours. Bespoke content has always been the most expensive outlay. It's why Control can be made for a relatively modest amount due to its environment and character reuse, whereas TLOU probably cost a lot more since everything is one and done. But it's a technological arms race and using an engine doesn't save you from a lot of engineering work on the bits that make your game unique. You're going to see a lot less big single player games full of bespoke content this generation due to the costs, and to make sure they sell, those games are going to be sprawling 50-200 hour epics or the appetiser for a multiplayer mode. The days of the 8-hour AAA SP campaign are over, it's just not economical to put the engineering work required in and not make a ton of content on top, unless all that engineering work goes into an online mode that can generate money.
  7. It really wasn't expensive then- I paid about £30 combined for the Staind and Alien Ant Farm albums a year or two later. I don't see how a game can be considered expensive when it costs the same as two albums. Games weren't horribly expensive on PS1 back in the day, they're not horribly expensive now, and an extra £5 on top isn't going to change much of anything. Especially for the people posting on here.
  8. The arms-race factor is a big issue, in terms of both production values and sheer girth. Your game needs to be more appealing to a "window shopper" than anything else they've seen that's come out in the past three weeks. No-one is going to buy anything else around the release of TLOU2 or Cyberpunk 2077, even if that hypothetical game was £10 cheaper I reckon. So next generation, expect even fewer, even bigger games, that need to sell to most of the install base. There will maybe be two games out of ND this generation I think, and those need to pay for 7-8 years of staff salaries. TLOU2: Factions not withstanding, anyway. And that will be completely chock a block with microtransactions, season passes and so on.
  9. You'll have to explain where the cost savings are coming from over the past 20 years. Last I checked it takes about 10 times the staff twice as long to make a relatively modest game and their salaries have inflated 80%, and since game sales haven't jumped 16x, it had better be significant.
  10. It's only marginally higher in real terms than I paid for Metal Gear Solid 21 years ago. When I was literally a child and had to buy my own games with money I made after school.
  11. Think of it more like Dark Souls. The real Persona 4 doesn’t begin until your emotional Smough & Ormstein
  12. If your average attach rate is 6 games over the console’s lifespan you’re doing quite well. This isn’t a great benchmark anymore, so people tend to use the revenue generated from games divided by the number of consoles sold. The Switch works out to something insane like £400 of software per console sold. At £50-55 per major title.
  13. There have been a lot of attempts over the years- but it basically boils down to "cheap RRP == shit" and they sell quite badly. Margins are awful too- a £20 rando punt on Bishi Bashi Special back in the day is now worth as much in real terms as buying Destiny 2 with a slight discount. If you tried to sell a game for less than £30 at launch you'd not break even.
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