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Except the entire idea that games should be promoted like hollywood movies is _exactly_ what precipitated this whole downfall. Games are not movies nor should they be like movies.

Personally I hope there are tons of layoffs. The entire industry needs to be rinsed clean and refreshed, especially the US gaming industry.



I believe the GP's point was not "games need to focus on cinematics and mind breaking graphics over gameplay". It was how you make brands based on people, not teams. Jane's Combat Simulator, American McGee's Alice in Wonderland, Sid Meier's Games (when Fireaxis had closer relations with them), Clive Barker's Undying.

We have indies who embody their games, but EA was doing this well before that. And AAA companies never really tried doing this since (though some directors did market themselves very well despite that. Like Kojima or Romero). It's a shame we have husks walking under a brand when all the personality has long left.


Would you mind saying more about this?

Why does promoting games as if they were movies is an issue? Is this just about the rising development costs of AAA games, or is there something else here that you're alluding to?


A movie is something you watch, a game is something you play. It's not there to tell you a grand story. It's there to wrap some good gameplay in some storytelling packaging. A game is closer to a novel than it is to a hollywood movie. The most loved games (high replayability is a key component) often have quite lacking "story" if any story at all. What makes them shine is how they feel to play, even better if they encourage your own imagination to invent your own story. When you try to make a game into a movie the true focus is lost. If your game can only be played "once" (not including tacking-on achievements/side-quests/etc) then your game is a movie and not a game.


Thanks for clarifying. I understand your perspective now, but just want to say that this is really different from mine, which might be influenced by my having a relatively strong Need for Closure[0]. I've been a life-long gamer, and have almost never had any interest in replaying a game (at least not until it's been perhaps a decade). When I finish a good game and get to the credits, I have a very strong sense of catharsis, which leads me then to enjoy clicking on that Delete button and starting on the next game. And just to be clear - it's not that I am trying to rush things and be done with the games; I take my time with most games, and I do think a lot about the good ones after, but it's pleasant memories of my time with them, rather than any desire to go back into the fray.

As you can imagine, I mostly enjoy single-player narrative games with exploration and some RPG elements, rather than multi-player ones, or open-ended ones with infinite-replayability mechanics. For reference, some of my favorite game franchises include: LBA, Zelda, The Last of Us, Mass Effect, The Witcher, Portal, Talos Principle, GTA, Kotor, Final Fantasy and Kingdom Hearts.

[0] https://en.wikipedia.org/wiki/Closure_(psychology)


Won't happen. They'll buy the next indie game studio that is successful, chew on their profits, then tank that, rinse repeat.


>> Personally I hope there are tons of layoffs

Wow, I guess empathy is not a thing anymore


Sadly a thing us devs are used to compared to more coporate jobs. We'll take the blame for a lot of issues leadership actively forced the development to go down. We don't set prices or DLC/MTX schemes, and can only push back so much on release dates (especially in the day of "we'll fix it with a Day One Patch").

As a dirty open secret: most "unexpected bugs" found day one are probably on some Jira sheet, been there for months, and were triaged as such to "will fix later". Only magically being prioritized after public feedback that QA teams already expected.




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