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566 points Philpax | 2 comments | | HN request time: 0.001s | source
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eknkc ◴[] No.42152405[source]
20-25 years ago a handful of companies had a weird hold on me. I’d jump on anything Google made back then. Blizzard could sell me any game they came up with. If it was from Blizzard, it was gonna be great.

Lost all of it obviously. Not a single company has my loyalty anymore.

Except if valve were to release a mystery black box with faint lambda symbol on it. I’d pay whatever they asked for it.

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keyringlight ◴[] No.42152534[source]
My theory is that there's a period when a studio has huge early success (plus in the case of Valve, they started with huge amounts of money from being former MS employees) that lets them devote themselves to their mission of making games, before either mission creep or dilution with new hires occurs over time either from staff naturally changing over time or expanding. Another factor is that when aiming to 'go big' and realize what they can do with lots of resources, they need to partner/join with others that don't work the same way and will influence them.
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ramesh31 ◴[] No.42152589[source]
Valve is still a top tier org, but they simply make too much money in the publishing business to bother with game development anymore. Any sales would be peanuts to what they are making through developer fees and the marketplace. This is why all of their releases in the last decade have been F2P.
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willis936 ◴[] No.42152923[source]
Sounds like a perfect environment to make games. No budget or schedule pressure, virtually limitless resources so the staff can strive to make art with love and without the corruption of chasing a bottom line.

The entire media industry on almost every format is chasing nostalgia because they refuse to recreate the environment that made endearing stories and experiences in the first place.

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1. Ekaros ◴[] No.42154836[source]
Look at Star Citizen on other end... Too much resources can lead to endless scope creep, moving targets and potentially never actually shipping anything.

Right constraints make things happen.

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2. ascagnel_ ◴[] No.42157594[source]
I think that's on the game's director, Chris Roberts, because it's not the only time it happened.

Roberts was the lead on Digital Anvil's "Freelancer", until the publisher (Microsoft), frustrated at the scope creep and protracted dev cycle, bought out the studio, demoted Roberts, and cut features so they could ship the thing.