Live service is basically impossible to crack into nowadays. Anyone who plays live service has 2-3 main ones that they rotate between and breaking into that rotation/replacing one is very difficult.
Marvel Rivals pulled it off in late 2024, which really put a damper on the Concord defense of “it’s impossible to make it in this field.” And it REALLY highlighted the difference in character design philosophy between those two games. Heck, Helldivers 2 found success earlier in 2024.
That said, it IS a tough nut to crack and a formula for success seems unattainable. It’s worth trying as much as any other business venture. It’s NOT worth spending a half billion dollars chasing the dream. As always when it comes to western devs these days, there is a retarded fear of reining in budgets. That’s what’s really hurting them.
Not to mention that it did come in around the time the previous king of the genre Overwatch was coming in, which is doubly surprising given that almost everyone agrees hero shooters are past their prime as a genre. Especially considering that early last year Paladins has gone into maintenance mode after nine years of content updates.
As always when it comes to western devs these days, there is a retarded fear of reining in budgets. That’s what’s really hurting them.
not just games too, this is entertainment in general.
I'm friends with a film professional who has been working his hardest to be a professional filmmaker since he exited film school. he's got some good stuff under his belt, including documentaries in war zones and other dangerous parts of the world.
I once asked him if he won the lottery what it would take to do his dream film.
$100 million.
"fair" I thought, it's good to dream big. I then asked him if he could be the director of a budget feature length film, what kind of budget he would need.
minimum $5-8 million
that's where I scoffed. the original Halloween movie was made for $325,000 (1.6 million in today's dollars. Rocky was made for $1 million (less than $6 million in today's dollars) and that movie had large crowds of extras. The Good The Bad and The Ugly was considered to have an extravagant budget for its time, and they spent only $1.2 million (just over 12 million in today's dollars).
in chasing the film industry, he is far from the richest man in the world. yet he had no idea how a feature length movie could possibly be made for under a million dollars.
I don't think anyone has an idea of how expensive any venture is until they're done with it. Underestimating the budgets seems to be common with video game designers.
Yeah, this seems to be a persistent problem in media as a whole. I think the fact that companies are trying to push the limits of graphics beyond all reason is a part of that, considering the hardware crisis.
The graphics chase was expensive 15 or 20 years ago, but these days it's negligible just given how streamlined tech is that enables both movie and video game production to achieve photorealism at relatively low costs. It's why we see so many one and two-man projects like Bright Memory or Bodycam look better than most AAA titles but were made on peanut-butter-and-jelly-sandwich budgets.
The main issue is there is a lot of bloat and waste; it's something Robert Rodriguez talked about at length and lamented the way Hollywood did things during a speech he gave at University of Arizona more than two decades ago.
Yea, there's only so much time in the day and people are saturated with live service games. It's simply too much of a time investment to start a new one.
Live service is basically impossible to crack into nowadays. Anyone who plays live service has 2-3 main ones that they rotate between and breaking into that rotation/replacing one is very difficult.
Marvel Rivals pulled it off in late 2024, which really put a damper on the Concord defense of “it’s impossible to make it in this field.” And it REALLY highlighted the difference in character design philosophy between those two games. Heck, Helldivers 2 found success earlier in 2024.
That said, it IS a tough nut to crack and a formula for success seems unattainable. It’s worth trying as much as any other business venture. It’s NOT worth spending a half billion dollars chasing the dream. As always when it comes to western devs these days, there is a retarded fear of reining in budgets. That’s what’s really hurting them.
Marvel had the advantage of the preestablished ip worth hundreds of millions though, all devs had to do is make it not suck
That still asking for a lot. Remember that Avengers game?
Not to mention that it did come in around the time the previous king of the genre Overwatch was coming in, which is doubly surprising given that almost everyone agrees hero shooters are past their prime as a genre. Especially considering that early last year Paladins has gone into maintenance mode after nine years of content updates.
not just games too, this is entertainment in general.
I'm friends with a film professional who has been working his hardest to be a professional filmmaker since he exited film school. he's got some good stuff under his belt, including documentaries in war zones and other dangerous parts of the world.
I once asked him if he won the lottery what it would take to do his dream film.
"fair" I thought, it's good to dream big. I then asked him if he could be the director of a budget feature length film, what kind of budget he would need.
that's where I scoffed. the original Halloween movie was made for $325,000 (1.6 million in today's dollars. Rocky was made for $1 million (less than $6 million in today's dollars) and that movie had large crowds of extras. The Good The Bad and The Ugly was considered to have an extravagant budget for its time, and they spent only $1.2 million (just over 12 million in today's dollars).
in chasing the film industry, he is far from the richest man in the world. yet he had no idea how a feature length movie could possibly be made for under a million dollars.
I don't think anyone has an idea of how expensive any venture is until they're done with it. Underestimating the budgets seems to be common with video game designers.
Yeah, this seems to be a persistent problem in media as a whole. I think the fact that companies are trying to push the limits of graphics beyond all reason is a part of that, considering the hardware crisis.
The graphics chase was expensive 15 or 20 years ago, but these days it's negligible just given how streamlined tech is that enables both movie and video game production to achieve photorealism at relatively low costs. It's why we see so many one and two-man projects like Bright Memory or Bodycam look better than most AAA titles but were made on peanut-butter-and-jelly-sandwich budgets.
The main issue is there is a lot of bloat and waste; it's something Robert Rodriguez talked about at length and lamented the way Hollywood did things during a speech he gave at University of Arizona more than two decades ago.
They all seem to want to build themselves to be too big to succeed.
Yea, there's only so much time in the day and people are saturated with live service games. It's simply too much of a time investment to start a new one.