It’s no secret that Western video games improvement is within the doldrums: the trade has laid off over 45,000 jobs for the reason that COVID bubble burst in 2022, and publishers and studios are scrambling for methods to adapt to rising prices and shifting participant priorities. Meanwhile, viral hits from smaller groups—starting from Clair Obscur: Expedition 33 by way of to Peak—make these billion-dollar firms look outdated hat, virtually like dinosaurs (although it is also true that neither had been made by an organization whose CEO makes greater than $29,000,000 in a yr).
But will the main Western publishers—the likes of EA, Activision and Ubisoft—shift in direction of making video games on a smaller scale, with decrease prices and extra modest manufacturing? According to Meghan Morgan Juinio, former Santa Monica Studios director of product improvement, the reply is apparent.
“I think personally we’re going to have to,” she said. I caught up with Juinio at Gamescom Asia x Thailand Games Show last week. She recently left Sony-owned Santa Monica Studios, where she worked on the God of War series, coordinating the creative and business sides of the project.
“I think it’s already not really sustainable in terms of the cost of development,” she continued on the future of blockbusters with outsize budgets. “There’s been a ton of layoffs, and a lot of that is focused on the West Coast of the US, and it’s clearly because the minimum costs are so high. Development costs will necessitate that the big publishers create [new] pathways.
“Does it mean a game like God of War is going away? I don’t think so. But I think you’ll start to see some avenues for the AA or single A from the larger publishers as well. Because it’s not a sustainable model to continue like we are.”
I mentioned the likes of Clair Obscur and Peak, and wondered why major western publishers had yet to have similar success with games made at a tiny fraction of the budget needed for say, Spider-Man 2 or God of War Ragnarok. “I think what it comes back to,” Juinio said, “is just make something fun. Just make something awesome, and that will achieve what you need it to achieve.”
Having said that, Juinio acknowledged the increasing difficulty in getting games in front of people, whether that’s about “distribution and visibility” or just the fact that half of the 205.1 million Americans playing games at the moment are 35 and older, and thus typically busy not gaming.
“But let’s put entry on the aspect,” she said. “My opinion is that it needs to be enjoyable first. It can look essentially the most lovely, the perfect soundtrack on the planet, it may be successful all of the BAFTAs for audio and all this, but when it is not enjoyable it is not well worth the funding, whether or not that is two million {dollars} or 500 million {dollars}. And I feel that is the place the most important publishers can return: how will we return to constructing strong video games which can be actually enjoyable to play. Maybe they don’t seem to be 40 hours lengthy, and possibly they don’t seem to be essentially the most innovative—however that does not matter if the core expertise is actually enjoyable.”
It’s sound reasoning, but it surely’s but to be seen whether or not main publishers are even good at making these sorts of video games any extra. And in the event that they are good, there is not any assure folks will play them. Nowadays a lo-fi co-op sport like R.E.P.O. can turn out to be an in a single day success story whereas a Prince of Persia roguelike hasn’t attracted sufficient curiosity to warrant ongoing post-launch assist.