Dan Daglow is the uncommon online game creator who’s remained across the business for over half-a-century, having labored on some earliest digital video games again within the ’70s – together with one of many first RPGs within the type of the simply-titled Dungeon. He’s seen massive publishers change into increasingly reliant on sequels because the years have worn on, and he reckons it takes a fortunate indie shot like Clair Obscur: Expedition 33 to interrupt via the noise of the acquainted lately.
“For each of the big publishers, how many years has it been since they had a major new IP? Some really big IP developed internally,” Daglow muses at a Game Developers Conference panel attended by GamesRadar+. “For each of the big publishers, consistently, the answer is, ‘Oh, my god, Merry, not the skeleton into the well, and the trolls are coming.'”
Daglow waits a beat for his Lord of the Rings reference to be acknowledged – an viewers member dutifully shouts out “fool of a Took” – he continues: “The answer is, it’s been a while for all of them, and it’s not their fault. When you get that big, the only games you can go after are games you think are going to maybe sell something that gives you hundreds of millions. You can’t build clever little games anymore, because that doesn’t please the stock market. That doesn’t make your revenue go up. That’s what you have to do.”
The undeniable fact that publishers want assured, massive time hits “makes it hard to build new things, because new things are unpredictable and they don’t start out, ‘Oh, yeah, we can – no, I’ll sign up to $600 million for that idea.’ No, that’s not how it works.”