Sep
25
Big Budget: Not Always a Win for some
This is probably an obvious point to quite a few of us, but is completely lost to those people in the game design and publishing that just see dollar signs:
It was my belief, and still is, that it is entirely possible to make smaller, less bloated titles that appeal less to the mass market and more to market niches that are underserved to date, which are easier to design and develop for when you aren’t married to a $50 million+ budget.
I’m getting a feeling that some designers and game enthusiasts are giving the collective middle finger to those who just think games are about making the next WoW, which to them, translates to early retirement for those who can pull it off. The more I absorb that thought, the more I think we’re seeing a trend to get back to the basics of game design.This, of course, goes beyond obtaining the next golden egg laying goose. The ironic thing about this is that those who are going back to the basics and flipping that collective middle finger are discovering that they meet that golden goose along the way. And?.she?s giving out cookies. This usually leaves the ones in suits scratching their heads because they weren’t paying attention to anything that didn’t smell like the next WoW.
Personally, I think this whole big budget idea for games is a load of malarkey. I don’t think that any game should cost $50 million to make. That’s just insane. You don’t need $50 million to make a game that is entertaining to a lot of people and we’ve had plenty examples of that over the last couple of years. It’s just very nice to hear guys like Lum and others that I met at AGC who are think they can be just as successful if they don’t go Hollywood with games.
D out.
