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Cost of Game Development is 'Crazy' Says EA
Posted by
Zonk
on Tue Dec 05, 2006 11:07 AM
from the they-would-know dept.
from the they-would-know dept.
GamesIndustry.biz has the word from Alan Tascan, general manager of EA's Montreal studio, who has gone on record saying that development costs are 'crazy' in this next-gen world. From the article: "When asked whether he'd agree that it's larger companies like EA which are driving bigger game budgets, Tascan replied, 'I think a lot of [other companies] are spending even more money. It's people who want that, it's not EA per se ... I said to some of the guys here, "The gamer is not buying lines of code; you have to promise him enough entertainment for him to put his hand in his pocket and buy the game." It's a lot of money, so you need to give him a show, and we're just here to deliver the show.'"
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Ask Slashdot: Do Next-Gen Games Have to be 3D? 211 comments
sudnshok asks: "Last week, an article was posted where an EA executive discussed the high cost involved with next-gen game development. While I agree that sports games do benefit from a high-resolution 3D environment, do all games have to be developed that way? Why can't game companies develop 2D games for these systems? I would assume the development cost would be much lower. As a gamer who grew up on the NES, I'd love to see a new 2D side-scrolling installment of Castlevania or Zelda. I'm curious if other gamers would buy 2D games for next-gen systems."
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No Problem (Score:5, Funny)
I kid, I kid...
Re:No Problem (Score:5, Insightful)
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Cry me a river... (Score:5, Insightful)
Re:Cry me a river... (Score:5, Insightful)
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Re:Cry me a river... (Score:5, Interesting)
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Re:Cry me a river...all the way to the bank! (Score:5, Informative)
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Re:Cry me a river... (Score:5, Insightful)
So the physics model for Pong wasn't really all that different than that of, say, Quake 4? The greater complexity and raw power of more modern systems allow for more expansive gameplay beyond the pushing of pixels and shaders. The AI, the level of interaction with the environment, and the immersive qualities of the audio fields are only a few of the ways that games have evolved since the offerings available during my childhood.
Relegating the changes to mere visual aesthetic modifications completely discounts the capabilities that the technology allows as well as the pure academic research that led to each of these advances. From a tech-geek standpoint, your assertion is almost offensive.
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Re:Cry me a river... (Score:5, Interesting)
Games of today are much more complex, but the 'Invention of invention' was made decades ago, so we expect a lot more out of the industry today. Barnes & Noble or Amazon have shelves of books explaining how to write 2D/3D/board games, which is a huge benefit over the 'old days'. Pre-1990 you almost had to grow up in Silicon Valley so your dad could show you why you use "poke 3e, ff" to clear the screen on your Apple II. Now you can buy books showing you how to build your logic loop, collision detection, etc. And that's for the 'hardcore' coders who want to know the mechanics. Everyone else can just download/buy a game engine and make function calls.
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Re:Cry me a river... (Score:5, Insightful)
-matthew
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Meh. (Score:5, Interesting)
The developers who are creative and try to build new, interesting games every time in the interest of having fun and helping others have fun.
And the developers who are in an 'arms race' to make the most flashy eye candy possible in the name of capturing market share.
Gosh, wonder where EA fits in? I have a lot of respect for the way Shiny produced a decade of great games. As did Microprose. Blizzard is arguably doing the same thing now. Nintendo has spent a decade being a developer of quality.
EA, well, they're a good distributor. Sometimes........... erm. No. Never mind. Their games have gotten better implemented recently, but I've never played a groundbreaking EA game. So yeah, since they're just racing the competition to build the best game within the lines given to them, it's going to be expensive. And I have zero pity on them for high dev costs; that's the segment of the market they are going after...
Re:Meh. (Score:5, Insightful)
That's a pretty serious oversimplification. EA bought Maxis, and then tried to kill The Sims. Any "highly experimental" game that comes out of EA is an accident, not an experiment.
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ea sucks (Score:5, Interesting)
Another example is C&C generals. Command and Conquer was one of the oldest and best RTS games out there. Red Alert was crazy intelligent and well rounded. Then you got generals. That buggy piece of shit, with the crappiest (still years after release) netcode and a myrad of design changes and bugs. They totally broke the whole c&c franchise by developing a whole new story for the universe. That game should not even be called c&c. Here is an excerpt from the wikipedia entry:
I mean how fucking apathetic do you have to be to not even bother fixing MAJOR exploits in the game?
EA is simply the worst about not fixing bugs. It seems as if they have a memory of 1 year. If a game is passed one year release, its time to either a) tack on an expansion b) make a sequel or c) bargain bin it and stop all development.
Like I am having trouble believing that you are not some sort of shill for EA. They ruined so many good games. UO is another one, where they decided just realeasing new art every year or so and charging an extra $59.99 for it was a valid way to "improve" the game. Simcity too. The graphics on simcity 4000 are SO BUGGY, that I had to hunt around and try multiple point realeases of nvidia video drivers before I wouldnt get crazy random graphics corruption happening in that game. They had some good ideas with the whole multiple cities on a continent theme, but If I cant see it because of graphics bugs then wtf good is it?? This is also on multiple machines with both ATI and NVIDIA cards. You can get it running if you find the exact magic combination of drivers and details/resolutions but come on! EA is a huge company! Maybe thats why they make such shit now, too much beurocracy, not enough risk taking.
I just remembered one last thing I absolutely hate about ea's business practices. Every time I logged into BF2, I would get an ad for some other stupid EA game or bf2 pay for mod. Showing ads to me in a game that I have PURCHASED is crossing the line.
Now thats 4 games, and I didnt actually play the games you mentioned. Seems like alot of people (usually on consoles so what do they know?) forgive them for various UI bugs that I would consider unacceptable in a gold game. I don't play sports games but I have heard them roundly condemed by everyone who does. Fuck EA. They took their slogan too literally and "challenged" good gameplay, exsisting franchises and good quality code. From what I have read about the practices at that company re developers, I am not surprised in the slightest that they produce the most buggy unplayable games I have ever tried to play.
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This has been bothering me for a while. (Score:5, Insightful)
Maybe they should be focusing on making the games fun to play, instead of entertaining to watch?
Re:This has been bothering me for a while. (Score:5, Insightful)
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Nintendo (Score:5, Interesting)
Statements like these give me hope for the success of Nintendo. From what I've heard, it is far easier and cheaper to code for the Wii (and similarly the DS/GBA) than for the "true" next-gen systems. Perhaps while the large companies are making the blockbuster big-budget games, Nintendo will attract the more indy, affordable games. Then when people get more accustomed to the PS3 and 360, (perhaps) costs will come down enough to make it more reasonable.
Or maybe Xbox Live and the equivalent for the PS3 will just get an explosion of smaller games, and there will be just a small number of blockbusters coming out on the system proper.
How does this compare to movies. (Score:5, Interesting)
Re:How does this compare to movies. (Score:5, Insightful)
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Cost reduction? (Score:5, Interesting)
Could game companies do something like this? Every game is going to have proprietary assets like the protagonist, specific types of giant robots, monsters, vampires, what have you. But does some of this info get shared even between sub-studios? How many times is AI code re-written? (That may be a bad example, as AI code may or may not be part of the engine). Can we just use the same Enzo Ferrari model in each racing game? Do we really need 7 different companies perfecting how the car looks?
I don't think this will lead to homogeny in games. If anything, it will free up designers to be more creative and think about the important things in the game (gameplay, control, fun) as opposed to how accurate Scenery Team 3's rendition of this waterfall is.
Spending more (Score:5, Funny)
Yeah, but the other companies pay their employees overtime.
Hmmm... I wonder if buying up all the rights... (Score:5, Insightful)
I develop games as a hobby (Score:5, Interesting)
For the last couple years, I've been planning a campaign [adamandjamie.com] for the sequel. Neverwinter Nights 2 has far better graphics and tremendous flexibility when it comes to designing areas. Such advances have a cost, however. File sizes are much larger, area creation can take ten times as long, and creating custom models is much more complicated.
Don't get me wrong - I love the new features and style. Improved graphics can make for a better gaming experience and a greater emotional impact for players. As with all things, though, there are trade-offs. I suspect we'll see more divisions between the "fun, simple, and cheap" games like Bejeweled versus the big budget games like Gears of War. There will be audiences for both.
Cost factor is the same old same old... (Score:5, Informative)
- Unrealistic schedules: A marketing dweeb decides when a game should be released without taking into consideration the developer's experience level, console manufacturing requirements, and whether enough QA will be available to adequately test the title. As a lead QA tester, I routinely add two months to the schedule and my time estimates are usually 90% correct.
- Bonus Structure: The producer's bonus is tied to the unrealistic schedule and a lot of decisions are made to compromises the game so the producer can get his bonus. As a lead QA tester, I was routinely accused of denying a producer his "hard earned" bonus.
- Unrestrained QA Overtime: If a game is not properly scheduled and managed, a tremendous amount of QA overtime will go into trying to save the game and, almost always, is shipped regardless of the final quality. As a lead QA tester, I worked 28 days straight on my last project because the schedule was cut by one-third and I was not notified until half-way through the project.
I'm not holding my breath that the video game industry will one day figure out that there's a saner method for developing a video game that doesn't blow the schedule and the budget like a bad lunch at Taco Bell.Here's a nutty idea: invest in fun not licenses (Score:5, Insightful)
How much money does it actually cost to develop a fun game? Contrast that with costs of licensing movie characters or (worse) putting your entire production staff on the task of reworking animations for yet another Madden sequel. I'd argue that the real cost here is risk. Rather than assemble a number of small teams to make a bizarre game that could turn into a franchise, EA opts (more and more often) to play it safe by spending scads of cash on a sure thing.
Then again, maybe he's pining for the old days when he could order up a cash cow sequel much cheaper.
Either way, the next time you throw down your controler in dusgust at that $50 worth of deja vu you just purchased, we have only ourselves to blame.
So? (Score:5, Funny)
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Cry me a wiiver (Score:5, Interesting)
The simple truth of the matter is developers need to make games. That is all. Some people like wii games, some people don't. The wii is a new product in nintendos linup and i'm sure it will do good but it isn't the be all end all that people preach around here.
I like my graphics, i don't mind some cutscenes as games are sometimes stories that need some telling as well. You can preach the wii all you want, but the wii is a console, not a game.
The real problem with the media market in general (not just games) is public companies having to increase there bottom line as if we are just a product consumer. Most gamers don't play games because we need to, but because we want to and if EA doesn't make games we want to play it won't matter which console they prefer to support, how much money they dump into or whos name they get on it.. It will still suck.
EA is like the motor giants of detroit, they had some good linups but thought Americans would buy crap just because of name alone. Forget quality, forget character, forget slick design, feedback and personality. Its about profit. It costs money to make money and if you don't like that, then leave. Maybe EA needs some new management, someone who understands what a gamer feels when he/she is in the passion of the moment.
I like the small shops because they do one thing and do it well. Epic turns out one hit after another because they stick to what they're good at and they sell the technology to others so they can build what they're good at as well.
The problem with EA is they're a company who believes that buying up markets creates demand and that is where they will fail. You don't own me EA and thus i don't own anything from you.
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