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119 points

Would it be so bad if games didnā€™t have insane budgets? Most of my favorite games from the past decade are from small studios operating on pizza and hope.

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49 points

BG3 did have a pretty huge budget though. I would totally be fine if games took notes from BG3 but reduced scope a lot. Bioware used to make games similar to BG, but they stopped and now make garbage. The idea other studios canā€™t make similar games is wrong. They canā€™t make games this big usually though without publishers telling them they need to include microtransactions and other bullshit.

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67 points

BioWare didnā€™t just make games similar to Baldurā€™s Gate, they created Baldurā€™s Gate.

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5 points

Yep, youā€™re right. I didnā€™t realize they were a studio at that point. Yeah, they have no reason to complain about new expectations. They could have created BG3 if they had kept doing what they were known for, but EA and the money were too goodā€¦

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4 points
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Wasnā€™t that Black Isle? Or had they already evolved into their future downfall? Itā€™s been a hot minute since Iā€™ve last looked at BG credits.

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36 points

Lower budgets would probably be better. High budgets mean high risk, developers and publishers try to minimize that risk and you get bland games that try to cater to too many tastes. Movies suffer from the same problem. They get budgets in the hundreds of millions and you wonder what they spent it all for.

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25 points

High budgets are killing the film industry. In the case of gaming, it plays a factor, but greed is probably the main issue. Most big budget AAA games in the past made large amounts of money even if they didnā€™t have universal appeal. Because companies realised that they could make large amounts of money off loot boxes, microtransactions, cash shops and battle passes, they started trying to funnel players into games, mainly so that players would buy things. Thatā€™s one of the main reasons the AAA industry is getting worse: games need to appeal to as many as possible, while coming out as fast as possible, all so that players will buy the overpriced in-game items endlessly shoved in playersā€™ faces.

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6 points

I love me some good AAA games and want them to stick around. But I think it would be much better if they were a bit fewer and further between, and the big studios shift to more regular AA games, and give their devs chances to do some more oddball stuff with even lower budgets. More expiremntation and risky projects can only enrich the industry.

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11 points
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I canā€™t remember who it was. A famous actor, anyway. They were talking about whatā€™s happened with movies. Thereā€™s nothing in the middle.

Itā€™s either $100m+ or less than $3m. Either it gets a big producer and they pump so much money into it that it must be safe because it canā€™t lose money. Or is a small producer doing it for the love, but a small budget doesnā€™t go very far. The risky narratives done well would be funded somewhere between the two extremes but itā€™s just not how itā€™s done anymore.

In a strange way, to get more money in for the riskier productions, we need to get the money out of Hollywood. Canā€™t see it happening, myself.

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3 points

You canā€™t? We just had a summer filled with high-budget flops, and now both the actors and the writers are on strike meaning that the studios wonā€™t be able to recoup their losses any time soon. Add the reduced to non-existent theatre turnout in the first couple of years of the decade due to COVID and thereā€™s been a hell of a lot of money ā€œgetting out of Hollywood.ā€

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6 points

Yep. The final fantsay series was a bunch of lads in an attic. Now those lads are legendsā€¦ with a fantasic legacy. Yet Iā€™m still waiting for ES5 and GTA 6ā€¦

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4 points

from small studios operating on pizza and hope.

And thatā€™s how it started.

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1 point
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You could give studios unlimited budgets and theyā€™d still complain they donā€™t have enough time / money to get things right. The rhetoric is that ā€œgames are just so complex nowadaysā€ and that justifies their 4/5/6 year development periods.

Iā€™m not seeing the complexity that warrants that type of long development period. The visual fidelity on some games is impressive, but is it actually worth that 5 year dev time?

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