Posted April 28, 2019
low rated
GameRager: Solution: Cut staff(redundant staffers or make work positions/nepotism) and encourage those who are kept to work harder with incentives that don't cost much to produce/hand out.
Pheace: Because gaming development isn't tough enough as it is. Also, by saying gaming development is difficult....are you talking about the working conditions, the hours worked, the lack of jobs, or what? Because if you're claiming that their jobs are hard compared to stuff like actual hard physical labor.....well, we'll just have to agree to disagree.
amok: in those days, the games where made in small groups, 5-10 people, many multitasking, so not that much salary (salary is in most industries the largest expense) so the cost of production was in the $100K size for an then AAA title. Today there are teams over 100's working on a title, there is much more assets in a game than ever before, in much more detail, the games are larger and people demands more variety. This lead to the AAA titles today reaching over the $1M easily, with some titles being over $10M to produce, so no - you are not correct here. games today can be much more expensive to make
AB2012: Sure. I never said that modern blockbusters would end up cheaper, simply that "like for like", the maths are a bit more complicated than finding say a $40 one-man dev 90's game, then feeding $40 in 1995 into an inflation calculator and coming up with "$66.78 is the correct price" for modern one-man dev games like Stardew Valley or Pinstripe today. Post edited April 28, 2019 by GameRager